I am having a problem in the Southwall Corner Club. I can hear a female bard singing, but she is nowhere in sight. I have the esp file all the way at the bottom of my load order. I use BCoM... Is this mod not compatible with that mod?
What an amazing mod! I played Morrowind back in 2004 and am now using the OpenMW Total Overhaul list. Discovering the amazing bards with their beautiful voices and songs was an incredible surprise. Thanks you for this!
Hi, thanks for this mod the tracks really add to the taverns.
I encountered a weird bug however, in openmw 0.48.0 when a bard notices my character, his animation glitches and his instrument disappears. Then when I leave the tavern and come back in he is in a random place in the tavern and willl again lose his instrument if he notices me.
The teleportation and the animation thing seems linked since bards wont teleport randomly in the tavern if they haven't seen me coming in and leaving.
It seems to happen in more than one tavern (first witnessed it in Pelagiad, then to Seyda Neen tavern)
I tried removing every other mod I use (including Weapon Sheathing since I read it can cause weird bugs causing invisibility to npcs' held items) yet it still occurs.
Any idea on how I could solve this ?
Thanks in advance
EDIT : I tried on a new game and no problem for the Seyda Neen bard so I guess I played too far before adding it.
Just wanted to report that there's a minor incompatibility, or rather a funny interaction, with AFFresh.
Spoiler:
Show
During one of the quests, AFFresh moves Tappius Esdrecus to Arkngthand, where Tappius sits on an invisible chair and continues to jam on his invisible harp from Bards of Bardenfell:
That is kinda funny. Easy to make a patch - the script in affresh just needs to be edited so it updates his ai wander package to play normal idle anims.
I love this mod. But I have a problem, at the Balmora South Wall Cornerclub,there is no bard in sight, but his singing is heard. I already put the mod eps at the bottom of my mods list, but it's still the same. Any idea what the problem could be?
I have the same issue. It feels like conflict with another mods you have. And\or wrong loading order. As far as I can see, it is not happening on new and clean installation (but maybe I not tested long enough). I saw troubles like you described and more - wrong positioning of actor (singer in Lucky Lockup must be in little stage near the wall, but she was in original NPC place. She start to sing a ballad and then her lute disappeared. I quick saved and reloaded and after that bard disappeared. But her voice continued the song. That was a beautiful ballad! Thereafter I decided to change loading order. It didn't end well. She started to sing two songs in the same time. Very talented lady, indeed. But you know, mod is still wonderful. I am very grateful to the author for the selection of tracks. It making Morrowind more alive.
1. Disable the mod 2. Enter the game 3. Load my savegame 4. Save again 5. Exit the game 6. Reactivate the mod 7. Enter the game 8. Load my savegame again.
Thank you for the solution. But I read in commentaries that author using OpenMW. So mod can be more suitable for OpenMW than MGE XE based Morrowind. So I just wrote a few .json files for MUSE 2, to associate music files with specific cells. No animations, but I'm fine with that.
No. This mod doesn't require MGE XE to work, it works in both Oldwind and OpenMW Engine just fine.
OpenmW can run everything that Oldwind does - it just doesn't run MGE EX based mods. MGE Ex is a script extender for Oldwind - OpenMW can't use an extender made for an old engine.
Installing Bards of Bardenfell on an existing game save is not a good idea - it likely explains a lot of the weirdness that people experience - generally NEVER a good idea to introduce mods into an existing game save.
Bardenfell changes in game NPC behavior and animations - you load an existing game save and it will have old data baked into it - this will most likely cause issues.
(Mesh and Texture only mods are an exception)
This mod runs very well - just install it correctly for use in a NEW game.
I know that well, my friend. I have a habit to read all descriptions/requirements. I just assumed, that other users (users of OpenMW, for example) have better experience. But extrapolation is a pretty bad practice, and often leads to erroneous conclusions, I must admit.
I started a new game. I honor the good old modder's rule: mods with scripts requires a New Game.
I'm using mostly Lua-based mods and few replacers/retextures. Nothing can conflict with this mod. But it is a good point, yes. For everyone who using big list of mods in long load order. Not me though.
My bards have disappeared. Only the harps and the music remain. The log suggests that a lot of stuff is missing, but it should all be intact. Not sure what's going on. I put the mod below all the BCoM stuff and the ESP at the very bottom of my load order.
Here's a sample of the errors (there were dozens):
[21:47:43.277 I] Loading cell Balmora, South Wall Cornerclub [21:47:43.289 E] Error adding NPC part: Can't find attachment node Groin[21:47:43.290 W] Warning: addAnimSource: can't find bone 'bip01' in meshes\angélus_anim\harpiste.NIF (referenced by meshes/xbase_anim.kf)
I use a Mac M2, OpenMW. Thus, all my problems require jumping through hoops of fire. I don't know what you mean by localization issue, but the mod assets appear to be where they should be.
Run on Morrowind with MCP and MGE XE only. Random Model Load Error leading to CTD: Meshes\angelus_anim\harpiste.NIF cannot load file in Meshes\angelus_anim\harpiste.NIF. Will use the default object Marker_Error.NIF. If "Continue running executable?">"Yes", then "Actor Animation problem with "tappiusesdrecus00000000". This actor has no Animation class! > CTD. Happen with another actor, as well (Actor Animation problem with "thadarertis00000000".)
I'm not saying it's aliens or this mod - but has anyone noted if the bard in Gnisis, Madach Tradehouse is behaving correctly?
The Dunmer is singing but his lute is being held only in one hand...now all the other Bards I have checked are A-OK fine - so it's weird that specific Bard isn't being animated correctly.
Any theories or ideas? (Yes, I have the OpenMW Animation Fixes installed as well.)
Spoiler:
Show
Morrowind.esm Tribunal.esm Bloodmoon.esm AATL_Data.esm Dr_Data.esm Patch for Purists.esm Wares-base.esm Tamriel_Data.esm Sky_Main.esm Friends & Frens - base.esm OAAB_Data.esm RepopulatedMorrowind.ESM RepopulatedMorrowind.ESP Solstheim Tomb of The Snow Prince.esm Wanderers of Solstheim-TOTSP.ESP RepopulatedBloodmoon.ESP TD_Hotfix.ESP Tamriel_Data_Graveyard.ESP Westly's Master Headpack X.esp Original Faces 1.4.esp Better Bodies.esp Gloam Ranger.omwaddon Greetings for No Lore.esp Expansions Integrated.esp Wares_lists_OAAB.ESP Wares_MOAR.ESP Patch for Purists - Semi-Purist Fixes.ESP Baar Dau.ESP Old Blue Fin.ESP Helm of Tohan Naturalized.esp MasterIndexRedux.esp Tribunal Rebalance.ESP Bloodmoon Rebalance.esp OAAB - Bloodmoon Rebalance Patch.ESP Bloodmoon Rebalance - PFP.esp OAAB - The Ashen Divide.ESP OAAB_Grazelands.ESP OldVosTradepost.ESP Bounty Hunter Assignments.ESP PCD_PFP_Compat.esp PCD_CCM-Guard-Patrols.esp Dialog_Saved.ESP NoMoreStageDiving.ESP Samarys Ancestral Tomb Expanded.esp Aspect of Azura.ESP OAAB - Foyada Mamaea.ESP Bob's Diverse Blood.ESP Silt Strider Animation Restored.ESP silt_striders_in_the_wild.esp Patch for Purists - Book Typos.ESP Siege at Firemoth.esp Hospitality_Papers_Expanded_v2.7.esp PB_SignpostsRetextured.esp Face of the Hortator.esp correctUV Ore Replacer_respawning.esp DD_Caldera_Expansion.esp SpeechcraftBalance.ESP Reputation_Fixes_All.ESP disposition_rewards.esp Quest Voice Greetings.ESP Finished Morrowind - CORE PATCH - Part 4 - More Audio Dialogue for Service NPCs.ESP PFMR Exponential Willpower stunted fix fast.esp hw_SkillBasedMagicka.ESP Better Bound Items.omwaddon UnarmoredBalancedClean2.esp Sensible Spear Tweaks and Additions.ESP AnotherPickpocketingFix.esp BCOM_Tribal_Erabenimsun.ESP BCOM_PfP_patch.ESP FMI_Nice_to_Meet_You.ESP FMI_CaiusBigPackage.ESP FMI_#NotAllDunmer.ESP Dubdilla Location Fix.ESP OAAB Dwemer Pavements.ESP Bal'laku - The Lonely Towers.esp Baan_Binif.ESP OAAB - Shipwrecks.ESP Dim Vertical Shipwreck.ESP Bloated Caves.esp Hidden Sea Loot.ESP Hidden Grotto Loot.ESP Projectile Overhaul - All Modules.esp Containers Animated.esp Velothi Wall Art.ESP DN-Lighted_Dwemer_Towers.ESP Census_and_Excise_Office_Faction.ESP Morag Tong Polished.esp Morag Tong Polished - BCoM Patch.ESP RepopulatedMorrowind_MoragTongPolished.ESP RC_VivecsMuatra.ESP Idle Talk.ESP WealthWithinMeasure_v1.25.esp Tel_Eurus.esp OAAB Leveled Lists.ESP Welkynd Stones Wares.esp Jobashas Spell Tomes Wares.ESP Adventurer Supply 1.0.ESP Area Effect Arrows Integrated.esp ST_Books_Wares_OAAB.ESP Mage Robes.ESP RepopulatedMorrowind_MageRobes.ESP Better Clothes Complete.ESP Netch Adamantium Armor II_RP.esp RepopulatedMorrowind_NetchAdamantiumArmor.ESP Warlocks_Ring_buff.omwaddon staff_magnus_buff.omwaddon Better Azura's Ring V1.1.ESP Stav_OAAB_Battlemage.ESP Hircine's Artifacts.ESP The Mountain of Fear.ESP GregariousOrcs.esp RR_Telvanni_Lighthouse_Tel Vos_Eng.ESP RR_Telvanni_Lighthouse_Tel Branora_Eng.ESP Holamayan Island.esp ExpandedBirthsigns4Purists.esp RAMF_Mer_for_NPCs.esp Beware the Sixth House.ESP Riekling Fix & Expansion.ESP OAAB Creature Loot.ESP OAAB Leveled Creatures.ESP Missing snow armor.esp TOTSP TD Content Integration - Spiders.esp TOTSP_Patch_for_Purists_4.0.2.esp Immersive Mournhold.esp RepopulatedMorrowind_ImmersiveMournhold.ESP Mournhold Courtiers.esp Berandas Overhaul.esp The_corprusarium_Exp.ESP Vassimi Isle.ESP The Northern Strongholds.ESP Dunmer Stronghold - Andasreth V1.0.esp Dunmer Stronghold - Falensarano V1.0.esp Dunmer Stronghold - Marandus V1.0.esp Dunmer Stronghold - Telasero V1.0.esp Dunmer Stronghold - Hlormaren V1.0.esp Hlormaren Reclaimed.ESP Riharradroon - Path to Kogoruhn v1.0.ESP Kogoruhn Ruins 1.11.ESP Dunmer Stronghold - Kogorhun V1.0.esp RP_Great_Scathes.ESP Guar stables of Vivec.ESP DBHQ.ESP Nordic Dagon Fel.ESP Dagon Fel Mill.ESP Dagon_Fel_Lighthouse.ESP Solstheim Interior Overhaul Project.ESP The cool Khuul Lighthouse.ESP MandasManor.ESP Ebonheart Lighthouse.ESP Vivec_Lighthouse.ESP Vivec Lighthouse Questline.esp TelvanniSeaBeacons.ESP Sunken Tower.ESP Gray North - Andavel-Assumanu.esp Redaynia Restored.ESP RepopulatedMorrowind_RedayniaRestored.ESP Gates of Ascadia.ESP Great Seawall of Vivec.ESP Draggle-Tail Shack.ESP NeseliaRemadeTOTSP.ESP Drethos_Ancestral_Tomb.ESP DA_Sobitur_Facility_Clean.ESP DA_Sobitur_Quest_Part_1 Clean.esp DA_Sobitur_Quest_Part_2 Clean.esp DA_Sobitur_Repurposed_1.ESP Mudcrab Imports.esp Duskmoth Ruins.esp Folded in Port.ESP Shipyards of Vvardenfell.esp Beautiful cities of Morrowind.ESP Concept_Arts_plantations.esp Store Entrance Chimes - Alt Ver.ESP A Merchant's Whim.ESP A Hermit's Request.esp Caldera Priory.ESP Tel Aruhn Chronicles quest and Yansirramus Overhaul addon.ESP Mamaea Awakened.ESP Cure all the Kwama Queens.ESP MarenMabrigash.ESP TroubledWaters.ESP Smuggler's Market.esp Dwemer Airship.ESP Dwemer Airship_Exterior.ESP RP_Louis Beauchamp.ESP ShockCenturionCompanion_TB_V12.esp TetraGuar.esp Aether Pirate's Discovery.omwaddon Ancient Foes.esp OAAB_-_Winged_Twilight_Companion_Ari-Ari.esp Broadsheets and Notice Boards.ESP Guild of Vampire Hunters.ESP The Weary Vampire.ESP KHP-GuildOfVampireHunters-TheWearyVampire-Patch.esp SecretsOfTheCrystalCity.esp Magical Lights.ESP BCOM_Ashlandish Maar Gan.ESP BCOM_Vivec_Planters.ESP BCOM_Vivec_Street_Vendors.ESP BCOM_Sadrith_Mora_dock_expanded.ESP BCoM_Caldera_MG_Basement.ESP BCoM_Concept_Art_Husk_Urshilaku.ESP Of Eggs and Dwarves.ESP Of Eggs and Dwarves.omwscripts BlightedAnimalsRetextured.esp OEAD_BCOM_Patch.ESP BCOM_Suran Expansion.ESP BCOM_White_Suran.ESP BCOM - Taller Lighthouse.ESP BCOM_OpenMW_plazas.ESP BCOM_Vanilla Trees_Hlaalu_Plaza.ESP BCOM_Canal_01.ESP BCOM_Stavs_MGO.ESP Expansion Delay.ESP OAAB_Tel Mora.ESP OAAB - Tombs and Towers.ESP New Ilunibi.ESP Improved Temple Experience.ESP No Thank You.esp Legion Uniform Apathy.ESP The Undead.esm Golems.esp Creatures_RP_Purist.ESP Creatures_RP_glowing_netch.ESP CCM-Guard-Patrols.esp RP_bandits.ESP TravelingMerchants_v2_3.esp DreamersExpansion.ESP Westly_Presents_Unique_Corprus_Stalkers.esp Bards of Bardenfell.esp <-------------------------------------------------- Pride of place! SpzStartingEquipment.esp Better Sotha Sil mesh.ESP FixingUleniHeleran.ESP Royal_Barenziah.ESP Companion Zirik Vandus.omwaddon Yet Another Guard Diversity - Regular.ESP BCOM_pathgrid_reset.ESP Interior exterior flag reset.ESP AttendMe.omwscripts smart-ammo.omwscripts TimescaleChange.omwaddon LuaMultiMark.omwaddon LuaMultiMark.omwscripts pursuit_for_omw.omwscripts Protective Guards for OpenMW - Lua Edition.ESP PharisLightHotkey.omwscripts protective_guards_for_omw.omwscripts carefree_leveling.omwscripts TLAD Full - Still - Necro Colors.esp delta-merged.omwaddon
I had Bardenfell esp after the bulk of the BCOM but the BCOM reset esps were further down...I'll redo my load and merge patch see if there's any change.
My bards seem to play fine until I approach them or watch them from afar and they trigger an idle animation. In both cases the lute disappears. Any console commands I can give them to freeze the idle animation of playing the lute?
Yes I am and I downloaded the patch. Let me attempt to change the load order.
Edit *Still happens. Only happens on a mod upload to a previous save so that must be the difference. Too far into this playthrough to give it up so I will just deal with it.*
60 comments
Thanks you for this!
I encountered a weird bug however, in openmw 0.48.0 when a bard notices my character, his animation glitches and his instrument disappears. Then when I leave the tavern and come back in he is in a random place in the tavern and willl again lose his instrument if he notices me.
The teleportation and the animation thing seems linked since bards wont teleport randomly in the tavern if they haven't seen me coming in and leaving.
It seems to happen in more than one tavern (first witnessed it in Pelagiad, then to Seyda Neen tavern)
I tried removing every other mod I use (including Weapon Sheathing since I read it can cause weird bugs causing invisibility to npcs' held items) yet it still occurs.
Any idea on how I could solve this ?
Thanks in advance
EDIT : I tried on a new game and no problem for the Seyda Neen bard so I guess I played too far before adding it.
Just wanted to report that there's a minor incompatibility, or rather a funny interaction, with AFFresh.
As far as I can see, it is not happening on new and clean installation (but maybe I not tested long enough).
I saw troubles like you described and more - wrong positioning of actor (singer in Lucky Lockup must be in little stage near the wall, but she was in original NPC place. She start to sing a ballad and then her lute disappeared. I quick saved and reloaded and after that bard disappeared. But her voice continued the song. That was a beautiful ballad! Thereafter I decided to change loading order. It didn't end well. She started to sing two songs in the same time. Very talented lady, indeed.
But you know, mod is still wonderful. I am very grateful to the author for the selection of tracks. It making Morrowind more alive.
1. Disable the mod
2. Enter the game
3. Load my savegame
4. Save again
5. Exit the game
6. Reactivate the mod
7. Enter the game
8. Load my savegame again.
I hope it works with that.
But I read in commentaries that author using OpenMW. So mod can be more suitable for OpenMW than MGE XE based Morrowind.
So I just wrote a few .json files for MUSE 2, to associate music files with specific cells. No animations, but I'm fine with that.
No. This mod doesn't require MGE XE to work, it works in both Oldwind and OpenMW Engine just fine.
OpenmW can run everything that Oldwind does - it just doesn't run MGE EX based mods. MGE Ex is a script extender for Oldwind - OpenMW can't use an extender made for an old engine.
Bardenfell changes in game NPC behavior and animations - you load an existing game save and it will have old data baked into it - this will most likely cause issues.
(Mesh and Texture only mods are an exception)
This mod runs very well - just install it correctly for use in a NEW game.
I know that well, my friend. I have a habit to read all descriptions/requirements. I just assumed, that other users (users of OpenMW, for example) have better experience. But extrapolation is a pretty bad practice, and often leads to erroneous conclusions, I must admit.
I started a new game. I honor the good old modder's rule: mods with scripts requires a New Game.
But it is a good point, yes. For everyone who using big list of mods in long load order. Not me though.
Here's a sample of the errors (there were dozens):
[21:47:43.277 I] Loading cell Balmora, South Wall Cornerclub
[21:47:43.289 E] Error adding NPC part: Can't find attachment node Groin
[21:47:43.290 W] Warning: addAnimSource: can't find bone 'bip01' in meshes\angélus_anim\harpiste.NIF (referenced by meshes/xbase_anim.kf)
Thus, all my problems require jumping through hoops of fire. I don't know what you mean by localization issue, but the mod assets appear to be where they should be.
I opened the harpiste.NIF, and all bones in it have prefix 'Bip01'. Funny.
Run on Morrowind with MCP and MGE XE only.
Random Model Load Error leading to CTD: Meshes\angelus_anim\harpiste.NIF cannot load file in Meshes\angelus_anim\harpiste.NIF. Will use the default object Marker_Error.NIF.
If "Continue running executable?">"Yes", then "Actor Animation problem with "tappiusesdrecus00000000".
This actor has no Animation class! > CTD. Happen with another actor, as well (Actor Animation problem with "thadarertis00000000".)
I'm not saying it's aliens or this mod - but has anyone noted if the bard in Gnisis, Madach Tradehouse is behaving correctly?
The Dunmer is singing but his lute is being held only in one hand...now all the other Bards I have checked are A-OK fine - so it's weird that specific Bard isn't being animated correctly.
Any theories or ideas? (Yes, I have the OpenMW Animation Fixes installed as well.)
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Wares_lists_OAAB.ESP
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FixingUleniHeleran.ESP
Royal_Barenziah.ESP
Companion Zirik Vandus.omwaddon
Yet Another Guard Diversity - Regular.ESP
BCOM_pathgrid_reset.ESP
Interior exterior flag reset.ESP
AttendMe.omwscripts
smart-ammo.omwscripts
TimescaleChange.omwaddon
LuaMultiMark.omwaddon
LuaMultiMark.omwscripts
pursuit_for_omw.omwscripts
Protective Guards for OpenMW - Lua Edition.ESP
PharisLightHotkey.omwscripts
protective_guards_for_omw.omwscripts
carefree_leveling.omwscripts
TLAD Full - Still - Necro Colors.esp
delta-merged.omwaddon
I think it's probably a BCOM thing - essentially, his AI package is being overridden by another mod. So his idle anim isn't playing.
From the Maestro himself, AKA RP:
It hurts my brain a little bit - and but maybe if Bardenfell falls after the reset esps, there may be a fix. Updating my setup atm.
UPDATE: no joy...
For some reason, I had the idle set to play idle 9, not 2. I think originally he had a bard anim that used idle 9! New version fixes this.
Edit *Still happens. Only happens on a mod upload to a previous save so that must be the difference. Too far into this playthrough to give it up so I will just deal with it.*