Wooah. I was previewing the sound files, trying to decide whether or not to download... If I didn't live in southern California, I'd've thought there was an actual storm occuring.
Of course, I've probably been in all of about 6 thunder storms in my life, so I don't know how impressive that is. xD But it made me flinch and peek out my window, so it certainly impressed me.
Bug= More Immersive Sound Optional File...caused coffins to disappear in game
Atleast for me, looks like you all had the same prob, i guess i shoulda read the comments before i installed would of saved me alot of debug and deactivating of mods....lol
beware the optional Esp its what was causing it, atleast for me
To follow up on the coffin issue, every activator modified by the Optional esp suffers from the same problem, at least all those I have stumbled across in the first 20mins of gameplay.
So long as you avoid activating the Optional New Sounds esp you shouldn't have any problems. Or you could repeat the steps provided by RetroNutcase for each offending activator.
The author failed to notice a very unpleasant bug. Thankfully it's not too difficult to fix, and just requires a bit of time with the TES Construction Set.
Since I just spent a ton of time going through all my mods to find the issue in question, I figured I'd save you all headaches.
Step 1-Open the MIS Optional Part file
Step 2-Open your BSA browser of choice, find and extract datameshesdungeonsmiscopencoffin02.nif
Step 3-Go to Activators, locate MISOpenCoffin02 (It should be this or a similar name)
Step 4-Change this activator's mesh to opencoffin02.nif (it points to a non existant directory path by default, hence the broken mesh)
Alternate Step 4-Extract the opencoffin02.nif to data/MIS/meshes/dungeons/misc/opencoffin02.nif and the plugin will be pointing to a now existent resource. Handy for those of you who don't want to mess with the TES Construction Set.
If anyone wants, I could just upload a hotfix version of the mod, as the author seems to have vanished off the face of the Earth.
26 comments
Of course, I've probably been in all of about 6 thunder storms in my life, so I don't know how impressive that is. xD But it made me flinch and peek out my window, so it certainly impressed me.
-ECW
This mod actually made the FCOM super patch install. Creepy and loud sounds at times, maybe too loud but still good.
Atleast for me, looks like you all had the same prob, i guess i shoulda read the comments before i installed would of saved me alot of debug and deactivating of mods....lol
beware the optional Esp its what was causing it, atleast for me
So long as you avoid activating the Optional New Sounds esp you shouldn't have any problems. Or you could repeat the steps provided by RetroNutcase for each offending activator.
Since I just spent a ton of time going through all my mods to find the issue in question, I figured I'd save you all headaches.
Step 1-Open the MIS Optional Part file
Step 2-Open your BSA browser of choice, find and extract datameshesdungeonsmiscopencoffin02.nif
Step 3-Go to Activators, locate MISOpenCoffin02 (It should be this or a similar name)
Step 4-Change this activator's mesh to opencoffin02.nif (it points to a non existant directory path by default, hence the broken mesh)
Alternate Step 4-Extract the opencoffin02.nif to data/MIS/meshes/dungeons/misc/opencoffin02.nif and the plugin will be pointing to a now existent resource. Handy for those of you who don't want to mess with the TES Construction Set.
If anyone wants, I could just upload a hotfix version of the mod, as the author seems to have vanished off the face of the Earth.
mesh neon sign.
I used TES4Edit and found an entry (00069863) for MIS CoffinOpen02 under the MIS New Sounds Optional Part.esp
I guess a sound is supposed to be attached to these locations but messes up the texture?
Nearly the same scripts as the mis.esp
Thanks, this really adds amotsphere to the game, love the wolves sounds