Is there any chance for an ini or something like that to allow users to choose which of the helpers we want enabled? I'd love to have the helpers for the ancestors & wine, but I kind of like that the Daedric shrines have to be stumbled into. Makes them seem more cultish, as they should be. If not it's nbd. Ty for all your work for the community regardless.
loot_parser.py 144 get_resolved_tags: Error while evaluating LOOT condition Traceback (most recent call last): File "bash\loot_parser.py", line 244, in get_tags_from_loot KeyError: FName('No More Wild Goose Chases.esp') During handling of the above exception, another exception occurred: Traceback (most recent call last): File "bash\loot_parser.py", line 332, in eval_condition AttributeError: 'str' object has no attribute 'evaluate' During handling of the above exception, another exception occurred: Traceback (most recent call last): File "bash\loot_parser.py", line 139, in get_resolved_tags File "bash\loot_parser.py", line 356, in _resolve_tags File "bash\loot_parser.py", line 336, in eval_condition File "bash\loot_conditions.py", line 95, in evaluate File "bash\loot_conditions.py", line 300, in _fn_version File "bash\loot_conditions.py", line 377, in _process_path bash.exception.EvalError: Illegal file path: May not specify paths that resolve to outside the game folder. Occurred here: No More Wild Goose Chases.esp
For some reason, this mod has records that do not like to be copied. If they are copied it will cause Oblivion to hang on startup. Adding the No Merge tag fixes this.
Just installed this mod and continued my existing save game where I am doing the Collector and searching for the wine. I have nothing in my inventory to trigger these map markers.
Is there a console command I can do to add the needed research notes/materials to my inventory to activate the map markers? Or perhaps a console command to advance the mod quest?
Instructions say there are three .esp files to choose from, but the archive actually only has one, so you can't choose a combination of these helpers. I don't want the one with the Daedric shrines, so I'll pass for now.
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I have this error in Wrye:
loot_parser.py 144 get_resolved_tags: Error while evaluating LOOT condition
Traceback (most recent call last):
File "bash\loot_parser.py", line 244, in get_tags_from_loot
KeyError: FName('No More Wild Goose Chases.esp')
During handling of the above exception, another exception occurred:
Traceback (most recent call last):
File "bash\loot_parser.py", line 332, in eval_condition
AttributeError: 'str' object has no attribute 'evaluate'
During handling of the above exception, another exception occurred:
Traceback (most recent call last):
File "bash\loot_parser.py", line 139, in get_resolved_tags
File "bash\loot_parser.py", line 356, in _resolve_tags
File "bash\loot_parser.py", line 336, in eval_condition
File "bash\loot_conditions.py", line 95, in evaluate
File "bash\loot_conditions.py", line 300, in _fn_version
File "bash\loot_conditions.py", line 377, in _process_path
bash.exception.EvalError: Illegal file path: May not specify paths that resolve to outside the game folder.
Occurred here: No More Wild Goose Chases.esp
It's super hard to even get there without being caught.
Is there a console command I can do to add the needed research notes/materials to my inventory to activate the map markers? Or perhaps a console command to advance the mod quest?
To remove the Daedric shrines part from this updated Nexus version, delete the records 00024563 and 01004685 from this mod in TES4Edit.