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Post by loriel on Jan 31, 2011 23:39:40 GMT
Posted by: WhyteTyger Post Posted: 27 Apr 2006 09:50 pm Post subject: Two (minor) questions about your mods... First up, I am playing one game following the main quest, and my character just now became the hortator and the nerevarine. I had installed the Lost Heir mod some time before this, but knew it said I had to be the Nereverine to start it. So now I'm off to Dagoth Ur... and still nothing. Do I actually need to beat the Main Quest first? This particular save is my oldest (from 2002) and so I did everything before now back then. Whenever I speak to Janicia she always just defaults to 'bye'. Not sure how (or if) I can proceed here.
Secondly, I am also playing the White Wolf with several characters (lovely location, thank you very much), and saw there was a NOM-addon for it. Not being a big deal, but happy to see it, I downloaded it and was brining poor Red Riding Annelise to the kitchens, when I got a 'you do not have any tisanes recipes' box. Everytime I entered the castle kitchens, this would happen, and could not be countered. Needed to ctrl-alt-delete each time. I tried reloading and going down to the trader, and there I got a generic 'you don't have any cooking recipes' box. I believe this was one of the last mods loaded, but I had to just turn it off to get any further on the quest. Anyone else have this happen to them?
-KEvin ------------------------------------- Posted by: Emma Post Posted: 28 Apr 2006 12:56 am Post subject: Re: Two (minor) questions about your mods... WhyteTyger wrote: First up, I am playing one game following the main quest, and my character just now became the hortator and the nerevarine. I had installed the Lost Heir mod some time before this, but knew it said I had to be the Nereverine to start it. So now I'm off to Dagoth Ur... and still nothing. Do I actually need to beat the Main Quest first? This particular save is my oldest (from 2002) and so I did everything before now back then. Whenever I speak to Janicia she always just defaults to 'bye'. Not sure how (or if) I can proceed here.
Hi, Yes, You actually need to have the journal entry for the killing of Dagoth Ur beforeJanicia wants to talk to you.
Quote: Secondly, I am also playing the White Wolf with several characters (lovely location, thank you very much), and saw there was a NOM-addon for it. Not being a big deal, but happy to see it, I downloaded it and was brining poor Red Riding Annelise to the kitchens, when I got a 'you do not have any tisanes recipes' box. Everytime I entered the castle kitchens, this would happen, and could not be countered. Needed to ctrl-alt-delete each time. I tried reloading and going down to the trader, and there I got a generic 'you don't have any cooking recipes' box. I believe this was one of the last mods loaded, but I had to just turn it off to get any further on the quest. Anyone else have this happen to them? *
This message is related to NoM, but I don't think it has any connection to the Lokken mod, as the only thing I have done is adding food to the Lokken island. However, I have heard that there are some other mods which triggers the message you mention. Did you by any chance add a house mod by either Korana or Princess Stomper at the same time as this problem started? I'm not sure but I believe it was one of them who had this problem in one of their house mods. (If it was, the problem is probably fixed by now and a new version available, as both these ladies are first class modders who are eager to look after their mods)
-KEvin[/quote] _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: WhyteTyger Post Posted: 28 Apr 2006 10:03 pm Post subject: I ended up killing Dagoth Ur last night, and got the message from the bosmer, which was a little weird, that the bosmer hunted me down in the middle of dagoth ur, and gave me the missive. I wonder if they saw Azura too *grin* But I'm glad to know the mod was not broken or any such.
I believe I tried to contact Nymeria and Thaddeus (is that right?) about some NOM stuff before, but have not received any replies. I saw your message board was still quite active and since the problem has thus far only shown up on Lokken, I figured I'd address it to you. Sorry for that by the way.
I may have added some other mods at the time, but to the best of my knowledge they were only the child head replacers for Children of Morrowind. I do have some house mods, but they are incredibly old (2002 I'd say), so I certainly did not just add them. But I will look into their author's to see if that might be the problem. Thank you again for your help,
- KEvin
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Post by loriel on Feb 2, 2011 7:34:52 GMT
Posted by: WhyteTyger Post Posted: 04 May 2006 10:34 pm Post subject: Weird glitch in Lokken... ...so I just rescued Laurenna from Ragnar, returned to her cottage, and told Wulfren I had feelings for him too (awww). He casts some kind of effect on me (could just be a spell, not sure), and then appears to try to walk into me. This continues for several moments before He and I are in the same space (everwhere I look I see chunks of his armor). All this time the 'disableplayercontrols' command seems to have been set, so I can only look around, not move. Well that never turns off. Even if I turn it on, I cannot move. I tried 'coc'ing out of the house, but it sent me to someplace other than where I said I wanted to go, and suspended me in what looked like a big grey void. I don't suppose anyone knows what the heck might be going on here, do they? I'm pretty certain it's the standard 'vanilla' Lokken, I don't have any of the addon's currently, so I don't think they are affecting anything.
-KEvin ------------------------------------- Posted by: WhyteTyger Post Posted: 04 May 2006 10:46 pm Post subject: As as addendum that may or may not be important to the matter, I am also unable to open the 'share' option with Wulfren. I can with Laurenna and I believe the other NPCs who joined me on Lokken, but not him. I thought that might be done on purpose, so I didn't question it too much, but I figured I'd mention it all the same. Thanks. ------------------------------------- Posted by: Kateri Post Posted: 05 May 2006 03:08 am Post subject: It's a known bug. There's a patch for it here (scroll right down) * Or, you can just ignore Wulfie's charms in that conversation - he'll offer again later.
K. ------------------------------------- Posted by: WhyteTyger Post Posted: 05 May 2006 10:54 am Post subject: Ahh excellent, thank you. I was going to try to ignore him for now, but I worried the problem would just show itself at a later date instead. Thank you again though, -KEvin
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Post by loriel on Feb 2, 2011 7:35:54 GMT
Posted by: Coot Post Posted: 05 Jun 2006 04:45 am Post subject: Lokken 1.0 to 2.0 I'm going to start a new game. In my last games I've used the wonderful White Wolf of Lokken mod - version 1.0. But now I'd like to upgrade to 2.0. I'm not really sure how to do that. Right now, there's a plug-in file called called 'B_Whitewolf_1_0' and a map called 'B WhiteWolf 1 05' in my Data Files directory. Should I delete those? Or should I let 2.0 overwrite 1.0? Or should I be ashamed that I don't know? Embarassed Rolling Eyes _________________ She says: Lou, it's the beginning of a great adventure ------------------------------------- Posted by: Gez Post Posted: 05 Jun 2006 05:23 am Post subject: 2.0 won't overwrite 1.0, since the file name is different.
You don't need to delete the previous version (except if you want to free up some space), but in Morrowind's Data Files menu, you'll have to uncheck the 1.0 and check the 2.0. ------------------------------------- Posted by: Coot Post Posted: 05 Jun 2006 05:56 am Post subject: Thank you for the fast reply. _________________ She says: Lou, it's the beginning of a great adventure
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Post by loriel on Feb 2, 2011 7:37:42 GMT
Posted by: Bobben Post Posted: 16 Jul 2006 12:45 am Post subject: I've Lost Wulfen! Firehair is dead and Wulfen has sent me with a message to Gwenn but he hasn't come to the throne room with Laurenna and Sigrid as he said he would.
I can't find him anywhere and of course the others will say nothing about him.
Is there something else I need to do? I've delivered his message and completed all the other quests that I'm aware of so far. ------------------------------------- Posted by: Emma Post Posted: 24 Jul 2006 05:45 am Post subject: Re: I've Lost Wulfen! Bobben wrote: Firehair is dead and Wulfen has sent me with a message to Gwenn but he hasn't come to the throne room with Laurenna and Sigrid as he said he would.
I can't find him anywhere and of course the others will say nothing about him.
Is there something else I need to do? I've delivered his message and completed all the other quests that I'm aware of so far.
Ragnar Firehair is dead before you evere met Wulfren? How did that happen? I thought you two were going to kill him together?
Seems you have played the mod in a somewhat different way. However, I don't think he said he would show up in the throne room. Normally, you should get conversations that would tell you where and how to meet Wulfren (through Laurenna), but I don't think the conversations will work as they should now. But, you should still be able to meet him... he's not supposed to show up in the throne room but in the cottage where Laurenna lives. Go there and take a nap... _________________ Please visit my Elder Scrolls site ------------------------------------- * Posted by: Bobben Post Posted: 24 Jul 2006 08:49 pm Post subject: No, no. As I said, Wulfren sent me with a message to Gwenn about mead supplies after we killed Firehair.
But then I couldn't find him either at the throneroom or back at the cottage. I went off and did the Solstheim Castle quests. Now I've come back to LoKKen and he's there again. So I've just done the Miniature Berserker thing.
I was just coming back to edit my post and found your reply.
So many strange things are happening with this game. Some of it must be me but the way it CTDs so often and the things that just don't work!
I'm still stuck in the Clockwork City on Mournhold with a lever that doesnt work and I can't even get back there now. The teleport mark I left takes me back to the palace courtyard and I've already been through the clockwork city three times, to try and get past this point in the Dome of Udok. I didn't enjoy the first three times. I'm not going back through again.
Once again Emma what a pleasure to play your quests where you deal with people instead of machines and you know that with the great support you will ultimately be able to complete the quests.
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Post by loriel on Feb 2, 2011 7:38:54 GMT
Posted by: Dare Devil Post Posted: 26 Jul 2006 05:14 am Post subject: Lokken Teleport Ring Download Down I've tried to download the teleport ring addon from downloads.elricm.net/hosted/emma/Emmamods/b_WWL_teleportaddon.zip but got an error message instead. Sad Can somebody take a look into this, please? _________________ en.wikipedia.org/wiki/Folding@Homefolding.stanford.edu/------------------------------------- Posted by: rumilmirion Post Posted: 26 Jul 2006 05:26 am Post subject: Re: Lokken Teleport Ring Download Down It works for me now, but didn't a few minutes ago either, so I think it was just temporary. *
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Post by loriel on Feb 2, 2011 7:39:55 GMT
Posted by: SomeGuy Post Posted: 21 Aug 2006 07:54 am Post subject: Lokken Main quest Im having trouble starting the main quest I have talked to the cheiften and cant find the white wolf ------------------------------------- Posted by: MyCat Post Posted: 21 Aug 2006 08:12 am Post subject: Have you talked to the bartender in the Throne Room (Kielreen?) and then to the person she tells you to speak to next?
[Edit: Tried to remember Kielreen's name.) ------------------------------------- Posted by: SomeGuy Post Posted: 21 Aug 2006 11:31 am Post subject: yeah * ------------------------------------- Posted by: Emma Post Posted: 21 Aug 2006 03:21 pm Post subject: I'm moving this to the mod support section Smile The question seems to have been answered... _________________ Please visit my Elder Scrolls site
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Post by loriel on Feb 2, 2011 7:41:31 GMT
Posted by: Aluviel Post Posted: 28 Aug 2006 10:12 pm Post subject: snow bear cave Do I really have to kill the Mama bear? Her poor babies!!! ------------------------------------- Posted by: Emma Post Posted: 28 Aug 2006 11:26 pm Post subject: Re: snow bear cave Aluviel wrote: Do I really have to kill the Mama bear? Her poor babies!!!
Yes, I'm afraid so - she isn't the friendlist critter around. But you can then of course take care of the little orphans... Laurenna will be delighted to help you look after them. _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Neko Post Posted: 29 Aug 2006 05:08 am Post subject: Re: snow bear cave Aluviel wrote: Do I really have to kill the Mama bear? Her poor babies!!!
to quote Leela from Futurama:
Mustn't leave orphans... Gotta kill entire families! Surprised EEK!
-Neko Very Happy [cat] ------------------------------------- * Posted by: Aluviel Post Posted: 29 Aug 2006 09:15 am Post subject: ha ha I dont believe you Neko! Im going with what Emma says! : P
Great Mod by the way.
If you want to copy paste this into a sticky I have some great news..
I had great trouble getting this mod to work.
So what I did was go into the game and under data files unchecked the box for the mod. I then went to my computer and c drive and morrowind folder and looked for any folders that had that Mod name on it and deleted it. I went into each folder : Textures, Meshes, Icons, Sounds and looked for a folder with the mod name on it and deleted it by hand..
Lastly when I went past the Morrowind folder and into Data Files I looked for any folders there with the mod name on it and deleted them. Plus datafiles has its own set of Textures, meshes and icons, sounds folders so you have to take a peek in there as well.
Now here can be a bit confusing.. In the Morrowind only folder.. you will see other folders such as texture, meshes ect ect.. if you click the Data files folder : You will see the same folders( textures, meshes, icons, sounds) with the same name on them. So yeah there are two sets at least thats how mine is... I cleaned out both sets just to be safe.
When I reinstalled the mod using Emmas sticky "How to install a mod in less than a minute" It worked perfectly.
I think deleting mods by hand instead of using some of those cleaners is the best way to do it and takes less time than figuering out how to work another program without damaging your game.
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Post by loriel on Feb 2, 2011 7:43:01 GMT
Posted by: Aluviel Post Posted: 29 Aug 2006 02:55 pm Post subject: Cant find Shaman in castle Sorry to be a bother! I have done something diffrent in this game.
I took Laurena and instead of using the secret passage way we just walked in the throne room and kicked butt.
We found sigrid her Mother and Now I cannot find that secret passage way. when I enter the one behind the throne its just a square that leads no-where.
I try to get into the east tower and dont have the key I read from other posts about having to find the shaman?? then I kill him right? take the key and somehow that takes me completly around to the passage way which is the easiest way to laureenas house.
I tried jumping off the castle wall just to get to the path to Laureenas house and her mother sigrid wouldnt follow. ------------------------------------- Posted by: Tim Post Posted: 29 Aug 2006 03:47 pm Post subject: Hi Aluviel,
I can help with this. Go back into the secret door in the throne room and look around the empty square a bit. One of the walls is a hidden door that is clickable. This will take you into a stairwell. In the stairwell, you want to go down the stairs and follow the passages out of the castle.
Let me know if you still need help after trying this and I'll gladly assist. Smile
Good luck! ------------------------------------- * Posted by: Aluviel Post Posted: 29 Aug 2006 05:26 pm Post subject: TY!!!! : ) Oh thank you Tim!! I soo much apprecitae!! Very Happy I missed everyone on here! I hope you have a pleasant evening! Surprised ------------------------------------- Posted by: Tim Post Posted: 30 Aug 2006 06:44 am Post subject: You are most welcome as always Smile
Glad I could help Very Happy
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Post by loriel on Feb 2, 2011 7:47:03 GMT
Posted by: Whiteowluk Post Posted: 02 Sep 2006 11:31 pm Post subject: Strange Problem With Werewolves Hi Folks,
My problem is that whenever I land on Lokken and start to go up the hill, the game crashes with reports of Nibone problems and missing werewolf skins. I'm not sure what is causing this and it could be elsewhere as well, but it's just Looken I've noticed it as that's where I'm trying to explore. Smile
A full re-install hasn't helped and when I looked in the construction set to see if I could spot anything in the way of conflicts, the levelled werewolves look like little monkeys even just in basic, European patched Bloodmoon without any mods running. This can't be right surely lol?
Hugs, Whiteowluk Smile ------------------------------------- Posted by: Kateri Post Posted: 03 Sep 2006 02:49 am Post subject: Well, I never had this, and Lokken doesn't have anything to do with werewolves, or change them at all... I would tend to think it's a problem with Bloodmoon, not Lokken, but I could be wrong. Maybe check whether you can travel to the rest of Solstheim problem free?
K. ------------------------------------- Posted by: Whiteowluk Post Posted: 03 Sep 2006 10:09 am Post subject: Kateri wrote: Well, I never had this, and Lokken doesn't have anything to do with werewolves, or change them at all... I would tend to think it's a problem with Bloodmoon, not Lokken, but I could be wrong. Maybe check whether you can travel to the rest of Solstheim problem free?
K.
Hi Kateri,
Just checked other areas in Solstheim and no problems or crashes so far. I pulled the text from the warnings file in case that helps. It's as below.
NiBone "Bip01 Tail" not found! NiBone "Bip01 Tail" not found! NiBone "Bip01 Tail3" not found! NiBone "Bip01 Tail1" not found! NiBone "Bip01 Tail2" not found! NiBone "Bip01 R Toe0" not found! NiBone "Bip01 L Toe0" not found! NiBone "Bip01 R Toe0" not found! NiBone "Bip01 L Toe0" not found! NiBone "Bip01 Tail" not found! NiBone "Bip01 Tail1" not found! NiBone problem with Chest for "WerewolfSkin". View warnings.txt for bone problems.
Would it be causing a problem because I finished the quest with Hircine? I didn't think it would be, but I'm puzzled as to what can be happening.
Hugs, Whiteowluk ------------------------------------- Posted by: Kateri Post Posted: 03 Sep 2006 10:34 am Post subject: Weird. With regard to levelled werewolves appearing as ninja monkeys in the CS, that's perfectly normal - all levelled creatures look that way there.
I really don't think Lokken does anything with werewolves as far as I know - I just had a look in TESAME, and none of the references are to do with them.
You could try removing all the wild werewolves from Lokken (I think there are only a very few anyway) in the CS, but if you do this, do save it as a new .esp, don't modify the original White Wolf .esp or .esm!
K. ------------------------------------- Posted by: osiris Post Posted: 03 Sep 2006 11:23 am Post subject: Pardon, where are those "levelled werewolves" running through the whole Solstheim? I saw them only going through the main quest, of course;
(follow spoiler...)
When they attack the Skaal Village, in the Tombs of Skalara during the "Totem of Fang and Claws" quest, and in the Mortrag Glacier shrine for the final battle. That's all.
And when you beat the main quest, and stop the prophecy, they disappear. Duh. _________________ The Chieftain's Chambers Get yourself Tamriel Rebuilt Map 1 v2.0 + Map 2 v1.0 in just one download NOW! ------------------------------------- Posted by: Whiteowluk Post Posted: 03 Sep 2006 01:59 pm Post subject: osiris wrote: Pardon, And when you beat the main quest, and stop the prophecy, they disappear. Duh.
Hi,
It was more I was just chasing down references in the construction set, trying to find what could be causing the problem. I think I've got it narrowed down to the few werewolves mentioned and will try making a new esp without them. Thanks for the advice though. Smile It's been much appreciated. Smile
Hugs, Whiteowluk ------------------------------------- Posted by: Neko Post Posted: 03 Sep 2006 07:13 pm Post subject: Hmm. Musings.
If they are a levelled werewolf, perhaps they also have some levelled items?
My random, idle, sketchy theory is that some other mod is playing with the levelled lists, and either adding exciting new werewolves, or trying to give the werewolves some odd items...
Because as I've been playing with my mod, I often run into "arrowbone" problems when I try to use game objects as clothing in my bizzare hackish experiments.
Or maybe it's something like a werewolf trying to wear BB clothing.
Ohhh, ohh, or what if a werewolf somehow got RX31's Kissing animation attatched? The animation would probably give the werewolf's joints some trouble (and give trouble to anyone nearby the werewolf, one way or another!)
I don't really know for sure, that's just my hunch. I haven't played with werewolves much.
-Neko [cat] ------------------------------------- Posted by: osiris Post Posted: 04 Sep 2006 12:58 am Post subject: In Bloodmoon Werewolves are only in the locations that i've typed above... And they aren't represented as "ninja monkeys", but as Argonians. Check the CS.
That's probably because werewolves uses the same walk animation of the Argonians... But they aren't "normal creatures" at all. Wink _________________ The Chieftain's Chambers Get yourself Tamriel Rebuilt Map 1 v2.0 + Map 2 v1.0 in just one download NOW! ------------------------------------- Posted by:* Neko Post Posted: 04 Sep 2006 03:28 am Post subject: * osiris wrote: In Bloodmoon Werewolves are only in the locations that i've typed above... And they aren't represented as "ninja monkeys", but as Argonians. Check the CS.
Argonians? Argonians?
. . .
Argonians?
[cat]
EDIT: Huh. How about that. Argonians. ------------------------------------- Posted by: Kateri Post Posted: 04 Sep 2006 04:34 am Post subject: Neko wrote: osiris wrote: In Bloodmoon Werewolves are only in the locations that i've typed above... And they aren't represented as "ninja monkeys", but as Argonians. Check the CS.
Argonians? Argonians?
. . .
Argonians?
[cat]
EDIT: Huh. How about that. Argonians.
How very weird... cause if you meet them in human form, they're Nords! Is it a script on them replacing one with the other after dark?
K. ------------------------------------- Posted by: Neko Post Posted: 04 Sep 2006 05:34 am Post subject: Seems there's a whole bunch of them actually. A large number of them are "Argonians", and some of those are scripted to always be werewolves when you meet them. Others are bm_wildwerewolf_something, and come from a variety of races.
..... and looking at their stats, I'm not sure if I'm feeling excited or anxious about my eventual trip to Solthseim EEK! they look pretty powerful - one guy has his level listed as 99 EEK!
All the more reason to finish my mod so I'll have some backup to bring with me Very Happy
-Neko [cat] ------------------------------------- Posted by: MyCat Post Posted: 04 Sep 2006 05:40 am Post subject: Neko wrote: Ohhh, ohh, or what if a werewolf somehow got RX31's Kissing animation attatched? The animation would probably give the werewolf's joints some trouble (and give trouble to anyone nearby the werewolf, one way or another!) Coming soon to a theatre near you: "Kiss of the Werewolf Woman!"
Quote: I haven't played with werewolves much. Trust me, you don't want to. Smile ------------------------------------- Posted by: osiris Post Posted: 04 Sep 2006 07:13 am Post subject: Kateri wrote: How very weird... cause if you meet them in human form, they're Nords! Is it a script on them replacing one with the other after dark?
K.
Hum... No, werewolfes are werewolves and stop; only "creatures", not humans who changes in werewolves after the dark (err, except... No, can't tell you!); part of a prophecy, and that's all.
And yes you don't see naked argonians during the game, of course there's a script who replace them in game (like you don't see ninja monkeys but the proper levelled creature, in Vvanderfell).
I assume that they represented ad naked argonians because real werewolves shows up only at a certain point of the main quest... And the Bethesda seems to have a passion to quote argonians and khajiits everywhere in Morrowind, only for the pleasure of the joke. Laughing _________________ The Chieftain's Chambers Get yourself Tamriel Rebuilt Map 1 v2.0 + Map 2 v1.0 in just one download NOW! ------------------------------------- Posted by: Neko Post Posted: 04 Sep 2006 08:26 am Post subject: osiris wrote: Kateri wrote: How very weird... cause if you meet them in human form, they're Nords! Is it a script on them replacing one with the other after dark?
K.
Hum... No, werewolfes are werewolves and stop; only "creatures", not humans who changes in werewolves after the dark (err, except... No, can't tell you!); part of a prophecy, and that's all.
meow mya osiris, but... Code: PlaceAtPC, bm_werewolf_wild09, 1, 100, 0 Do it during the day, "Wandering Lunatic". Do it at night, or wait until nightfall, and....
These are the ones that appear in the levelled lists.
-Neko [cat] ------------------------------------- Posted by: osiris Post Posted: 04 Sep 2006 12:57 pm Post subject: Beated Bloodmoon at level 70 and more and never found any. Don't know. Neutral
- EDIT: Ah... Now i understood. You probably mean that werewolves' level is adjusted to the PC's level. Well, of course i do believe that too! Wink
The more higher your level is, the more bad the werewolves will be, of course. _________________ The Chieftain's Chambers Get yourself Tamriel Rebuilt Map 1 v2.0 + Map 2 v1.0 in just one download NOW!
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Post by loriel on Feb 2, 2011 7:52:38 GMT
Posted by: Tor63 Post Posted: 11 Nov 2006 08:29 am Post subject: Two of everyone in Lokken!? Hi, I'm playing Morrowind again after getting bored with Oblivion. Since i played it last time i've added one new mod:
Romance v37
I've played up to level 17 before going to Lokken without any problems, though i got a hint when arriving to Solsteim... the person who takes you by boat to Lokken, well there where two of him, standing there beside one another. When i got to Lokken i found that there are two of everyone on the whole island! Confused I'm guessing it has something to do with the Romance mod, since that's the only thing i've added since last i played.
I searched the forums here and found some posts about duplicate people in Morrowind and that you could delete one of the duplicates to fix it. That's hardly a solution for this problem since there are lots and lots of duplicates Smile Any ideas how to fix it, i tried removing the Romance mod but it didn't help. ------------------------------------- Posted by: Neko Post Posted: 11 Nov 2006 08:43 am Post subject: Hm. Doubling bug. Although... I thought White Wolf is an .esm, which should be resistant to that bug. Plus you haven't been to Lokken yet, so it can't be related to your savegame remembering the NPCs..
Ah, wait, yes, that's right... the download package includes both an .esp and an .esm version - you don't need to use both. the BT_Whitewolf_2_0.esM file is probably best for you, you don't need to check BT_Whitewolf_2_0.esP as well. * -Neko [cat] ------------------------------------- Posted by: Tor63 Post Posted: 11 Nov 2006 10:41 am Post subject: Thanks Neko, that fixed it. For some reason i had both the .esm and .esp enabled. Obviously i hadn't last time i played, don't know why i went and enabled it now? Ah well, it's working now. Thanks again.
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Post by loriel on Feb 2, 2011 7:54:42 GMT
Posted by: entar Post Posted: 20 Nov 2006 05:16 am Post subject: Lokken Question Hi, just joined today. Would like to ask if the companion/s in this mod requries us to bring them throughout the whole quest? Can I just ditch them somewhere while I complete the Lokken quest, as dragging companions is kinda klinky? for me though I understand that the companions are improved greatly since Grumpy's new scripts implmentation. Smile ------------------------------------- Posted by: Kateri Post Posted: 20 Nov 2006 05:25 am Post subject: Lokken isn't really a companion-heavy quest. There are only a few areas where you have to have people with you.
And yes, the scripting means they really are no trouble - they don't get stuck, or lost or anything.
K. ------------------------------------- Posted by: Emma * Post Posted: 20 Nov 2006 05:53 am Post subject: There are a few (optional) sidequests, though, that also requires that you have a temporary companion in tow (a certain rescue-mission of a child comes to mind). But most of the story can be played solo. Of course, the general behaviour of todays' companions are very different from what you have seen during escort mission in the original Morrowind. _________________ Please visit my Elder Scrolls site
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Post by loriel on Feb 2, 2011 7:55:58 GMT
Posted by: Nostra1 Post Posted: 05 Dec 2006 10:24 pm Post subject: Stupid Lokken side quest question (spoiler) As I have transferred most of my computer components to my wife's rig, I can no longer play MW for awhile. Crying or Very sad
I need help regarding a name of a family that comes out in Lokken. For anyone who hasn't played Lokken please ignore since my question will spoil the side quest. I wrote it in white below so that it can be read by highlighting. Thanks in advance for your help.
The family I need help with is about an elder Lokken warrior who's wife is secretly meeting with another man (some stranger trader if I recall) and you have to save their marriage. Does anyone remember the name of the father, mother, older daughter and younger daughter? Sorry to ask about this but I need it for a story. If you do, can you PM me the names? Thanks in again. ------------------------------------- Posted by: Tim Post Posted: 06 Dec 2006 08:38 am Post subject: Ahh....there are no stupid questions.....only stupid answers! (I know you've heard that before Wink )
Check your inbox. Smile ------------------------------------- Posted by: Nostra1 Post Posted: 06 Dec 2006 04:12 pm Post subject: Thanks Tim! * Your message was exactly what I needed. I appreciate your help with this! Very Happy Very Happy Very Happy Very Happy Very Happy ------------------------------------- Posted by: Tim Post Posted: 07 Dec 2006 05:24 am Post subject: Anytime! Very Happy
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Post by loriel on Feb 2, 2011 7:59:00 GMT
Posted by: blockhead2 Post Posted: 20 Jan 2007 08:34 pm Post subject: lokken 2.0 - questions before downloading it Some time ago I played White Wolf of Lokken Mountain and was very impressed. it's the only plugin I've played where you you feel the NPCs are almost real people. There is some excellent writing there, some touching moments. And I like the snow. Smile In fact, Lokken is the number one best Morrowind plugin ever. So anyway, I am thinking of getting the new 2.0 version for a new character, but I have some questions about it, based on the info from: lovkullen.net/Emma/lokken.htmQuote: Sonja and Stina will give the player 'snacks' once the main quest is completed (game original food that works with NOM - I don't use NoM. Will that be a problem? Quote: new voice greetings for Laurenna and Wulfren. I am assuming this means you made new recordings? Do Laurenna's new greetings match the female nord voice? Not to be a spotted owl but I find it jarring to hear an NPC switching between two voices. Quote: Please note that Lokken no longer conflicts with "Ald-Vendras-Vogar Complete". - Do you mean the V2 "moved" and V3 versions of Ald-Vendras, or the versions before V2? They are in different locations. Did you move the Lokken landmass? _________________ Run spot, run ------------------------------------- Posted by: Emma Post Posted: 21 Jan 2007 03:41 am Post subject: Re: lokken 2.0 - questions before downloading it Hi Blockhead Smile Truly glad to hear that you like Lokken - hopefully you will llike ver 2 (which is now a year old) as much as the previous version. blockhead2 wrote: Quote: Sonja and Stina will give the player 'snacks' once the main quest is completed (game original food that works with NOM - I don't use NoM. Will that be a problem? No. The 'snacks' belong in original Morrowind/Bloodmoon, so if you aren't running NOM, you will not notice anything at all. Quote: Quote: new voice greetings for Laurenna and Wulfren. I am assuming this means you made new recordings? Do Laurenna's new greetings match the female nord voice? Not to be a spotted owl but I find it jarring to hear an NPC switching between two voices. No, none of this is valid. I have used the original nord voices, and edited some of them so that Laurenna/Wulfren say some unexpected things. It's really not a big deal... but kind of nice if for instance your Lokken-wife/hubby actually calls you 'my love' from time to time. Quote: Quote: Please note that Lokken no longer conflicts with "Ald-Vendras-Vogar Complete". - Do you mean the V2 "moved" and V3 versions of Ald-Vendras, or the versions before V2? They are in different locations. Did you move the Lokken landmass? * [/quote] No, I never moved Lokken. Centurion graciously moved his landmasses in order to avoid a conflict with Lokken (and I am so grateful for this). With a patch that is enclosed with Ald-Vendras, you will reach full compatibility between these landmass mods. Hope this helps. You should as far as I can see have absolutely no problems with Lokken V2. There are also a bunch of add-ons to the mod, some by me and some by others. If you play with a female char and intend to have a romance with Wulfren, please either use the kiss-patch or simply don't let him kiss you the first time he tries to do so. _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: blockhead2 Post Posted: 21 Jan 2007 07:08 am Post subject: Re: lokken 2.0 - questions before downloading it Emma wrote: Hi Blockhead Smile Truly glad to hear that you like Lokken - hopefully you will like ver 2 (which is now a year old) as much as the previous version. So I'm a little slow to catch up on things. Smile Also I wanted to wait in case any bugs emerged ... I always hesitate & delay on an upgrade. Truly though, Lokken is the best. Emma wrote: I have used the original nord voices, and edited some of them so that Laurenna/Wulfren say some unexpected things. It's really not a big deal... but kind of nice if for instance your Lokken-wife/hubby actually calls you 'my love' from time to time. - what a cool idea! Neat! Emma wrote: No, I never moved Lokken. Centurion graciously moved his landmasses in order to avoid a conflict with Lokken (and I am so grateful for this). With a patch that is enclosed with Ald-Vendras, you will reach full compatibility between these landmass mods. Good to know this. I actually don't use Vendras but I was concerned that a moved Lokken V2 would bump into Dungeon Island. Good to know that this is not the case. Smile Emma wrote: Hope this helps. You should as far as I can see have absolutely no problems with Lokken V2. There are also a bunch of add-ons to the mod, some by me and some by others. Thanks. Good to know. If they are the same quality and depth as Lokken I will enjoy them. Smile Are any of them large quests? I'd love to see a second quest as long and as deep as the Lokken Main Quest. Never mind, I'll go search. Very Happy Emma wrote: If you play with a female char and intend to have a romance with Wulfren, please either use the kiss-patch or simply don't let him kiss you the first time he tries to do so. Well, last time around I played a female character but Wulfren was not her type. Wink I may make a male character this time. Again, thanks for making Lokken. It got me through a difficult time in real life back in 2005. _________________ Run spot, run
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Post by loriel on Feb 2, 2011 8:00:21 GMT
Posted by: SugarAngel Post Posted: 18 Mar 2007 09:13 am Post subject: White Wolf of the Lokken Mod question Okay .. I'm gonna make one of these mods work dang it! Confused
Now I fully read the description of this mod and have one question. In the header for it, it says
(- a story built on the Lokken Island by TeuTonic
Do I need TeuTonic's mod of this island BEFORE I DL this mod? I didn't see anything of that nature stating it in the rest of the description.
Also, would this mod take place on a seperate area? What would be the level requirements?
THanks! ------------------------------------- Posted by: osiris Post Posted: 18 Mar 2007 11:35 am Post subject: Re: White Wolf of the Lokken Mod question SugarAngel wrote:
Do I need TeuTonic's mod of this island BEFORE I DL this mod?
No. The header simply means that LoKKen island has been modeled by TeuTonic; you don't need anything by him to play the mod. Smile
Quote: Also, would this mod take place on a seperate area? What would be the level requirements?
* The island is east of Solstheim, near Thirsk; simply take the boat at Forth Frostmoth. Level? Good question. Hum, i won't say the same level that you need for Bloodmoon (LoKKen isn't as infested by monsters as Solstheim), though i would recommend you to go through it with at least a medium level character... As per every Bloodmoon mod. Wink
Hope that helps. Smile _________________ The Chieftain's Chambers Get yourself Tamriel Rebuilt Map 1 v2.0 + Map 2 v1.0 in just one download NOW! ------------------------------------- Posted by: SugarAngel Post Posted: 18 Mar 2007 06:25 pm Post subject: Okay thanks.
I will see how this goes!
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Post by loriel on Feb 2, 2011 8:01:34 GMT
Posted by: Asrial Post Posted: 25 Apr 2007 01:23 pm Post subject: Help with white wolf of Lokken Where exactly is the white wolf and the "hidden tree stump with treasure in it"? ------------------------------------- Posted by: Kateri Post Posted: 25 Apr 2007 02:41 pm Post subject: You'll get told where the wolf is if you just continue the questline.
As for the treestump, I can't remember, but I'm sure it's in the main White Wolf pinned helpthread * - try a quick search on "treasure" in that thread?
K.
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