Post by loriel on Aug 30, 2010 16:39:32 GMT
Various threads from the Mod Support section at the old forum (http://forums.elricm.com/emma) relating to Emma's menagerie - cats, dogs, donkeys, etc. :
=================================
Posted by: Immacolata
Post Posted: 21 Mar 2006 01:27 pm Post subject: Donkey just wanders around in a daze
Somehow my Eliah broke. When I recall him with the ring, he just walks around very slowly. I can interacti with him, but he does not follow me, no matter what I tell him. What gives?
[EDIT] ah, startcombat player fixed it. Long live stickified topics ^^
-------------------------------------
Posted by: Emma
Post Posted: 21 Mar 2006 02:07 pm Post subject:
Glad that it helped! Mr. Green
I was just going to suggest that when I read your little EDIT.
(Silly stubborn donkeys.. Wink)*
=================================
Posted by: Mulhron
Post Posted: 13 May 2006 03:04 pm Post subject: Wolf companion, how to get it to stop following
Quick question. The wolf companion is one of my companions and there is no dialog entry to get it to stop following and no longer be one of my companions. Does anyone know how to get it off my companion list in the game or a console command to do the same? Thanks!
-------------------------------------
Posted by: Emma
Post Posted: 19 May 2006 09:53 am Post subject: Re: Wolf companion, how to get it to stop
following Mulhron wrote: Quick question. The wolf companion is one of my companions and there is no dialog entry to get it to stop following and no longer be one of my companions. Does anyone know how to get it off my companion list in the game or a console command to do the same? Thanks!
It sounds as if you are using another mod that overwrite the wolf's dialog.
If you have the old Wolf companion ver 2.1, it could actually be related to the Dog companion mod, if you are using it as well.
*
But, there are several 'clones' of wolf companion made by other modders, and they haven't known how to ensure that the dialogs would be compatible. So if you are using any other animal companion, this is probably the problem.
Then, you can probably fix the problem by replacing wolf companion 2.1 with the version 3, cause here I have rewritten the whole dialog in order to avoid the conflicts with other animal companions.
_________________
Please visit my Elder Scrolls site
=================================
Posted by: Gaebrial
Post Posted: 02 Sep 2006 03:57 am Post subject: Spot the Wolf (not a competition)
Go on, somebody explain this one...
I've had Spot installed for quite a while now, and have toured most of Morrowind with him in tow. I've just started a new game, and suddenly I encountered a problem. I picked him up from his starting location, and headed to Pelagiad. While in Pelagiad, I needed to reload a saved game. When the saved game loaded, I got several messages about Spot not being found in various spells, and he disappeared from the game world.
It took me about an hour, but I managed to track down the problem. For this new characted, I installed a number of mods that I hadn't used before, or hadn't used for a while. So, I started a test game with virtually no mods, and didn't encounter the problem. Adding all the mods (just over 200) in small bunches didn't reveal the problem, either, so I retraced my steps and worked out exactly where the problem lay.
It turns out that one of these mods conflicts slightly with Spot. The mod 'Rainforests of the Bitter Coast' adds a load more trees to the Bitter Coast region. One of these trees is on top of where Spot's previous master lies dead. In order to retrieve the command ring from his body, I used the console to disable that tree. That is what causes Spot to vanish when I reload a later saved game. If I don't disable the tree, everything works correctly, but Spot's former master ends up mostly inside the tree.
So why does disabling an object from one mod adversely affect a character created by another mod?
-------------------------------------
Posted by: Neko
Post Posted: 02 Sep 2006 05:49 am Post subject: Re: Spot the Wolf (not a competition)
Gaebrial wrote: Go on, somebody explain this one...
Don't have to. It's Morrowind. It's voodoo. Laughing
While I can't understand the Disable'ing of a tree affecting things, it could be the load order, or just the large number of mods. Morrowind often has a hard time keeping track of all the references from different mods. I don't know all the technical aspects, but I think the general explaination is that Morrowind numbers all the references in a mod (or savegame), and sometimes you might get clashes. Yes, even though the mods shouldn't have anything to do with each other. Look here for a better description of this.
Do you use Wrye Mash? it's really a lovely little tool. I use it mostly just to manually set the date stamp on all my mods, to keep the load order sane and let me add mods to my current savegame without going crazy.
* But it can do other things. Why shouldn't it? Right-clicking a mod gets you some interesting little options, many of which I haven't discovered their use yet.
If you get it, try the "Renumber Refs" option when you right click this rainforest plugin. Maybe do this on Spot too. Maybe that will fix this weird situation. Maybe not. That's the magic of Morrowind Modding! Very Happy
Anyone else want to take a shot at explaining this?
-Neko [cat]
-------------------------------------
Posted by: Santa_Cruz
Post Posted: 02 Sep 2006 07:14 am Post subject:
Well, that's really the only idea I'd have is to run your save game through Wrye Mash. It really is the best tool to try to fix these problems. I'd clean the save game, after making a back-up and updating the mods used.
Santa_Cruz
_________________
Ignore this signature - by order!
Quote: Let us aspire so to live, that when we die even the undertakers will be sorry.
- Mark Twain
=================================
Posted by: Esdian
Post Posted: 13 Oct 2006 11:23 pm Post subject: Lulu, Where are you?
I've just started playing Morrowind and decided it would be nice to have a pet. So I download and install the packGuar mod and it was working nicely then one day I tell her to stay, then leave on a mission. when I return Lulu is gone! I've done my best to retrace my steps and still no luck I could respawn her, but it would just not be the same. (aslo lulu has all my armor and items. eekk)
What would be the best method for me to get Lulu back? Thanks in advance, Esdian
-------------------------------------
Posted by: Neko
Post Posted: 14 Oct 2006 03:40 am Post subject:
Code:
1gr_packguar->PositionCell -21046, -17051, 472, 0, "Balmora"
... should be near the balmora strider port
-Neko [cat]
-------------------------------------
Posted by: Esdian
Post Posted: 15 Oct 2006 02:56 am Post subject:
Neko, Thank you so much! I've got my Litte Lulu back. [ES16]
=================================
Posted by: tiger8u2
Post Posted: 09 Jan 2007 01:39 pm Post subject: Dog Companion Scripting Errors on Load
OK....hate to be a pain in the arse, but....
I'm getting the following dog companion scripting errors on loading my
saved game:
"Unable to find referenced object "1A_comp_dog1" in script 1a_dog1warp."
"Unable to find referenced object "1A_comp_dog1" in script 1a_DogCombatwarp."
"Unable to find referenced object "1A_comp_dog1" in scrip 1a_DogCombatwarp2.
"Unable to find referenced object "1A_comp_dog1" in script 1a_dogCombatwarp3.
"Unable to find refrenced object "1A_comp_dog1" in script 1a_doghowl.
"Unable to find referenced object "1A_comp_dog1" in script 1a_StopdogCombat."
I got those before I went and bought a dog.....and have had them ever since.
Any suggestions?
-------------------------------------
Posted by: Emma
Post Posted: 09 Jan 2007 01:52 pm Post subject:
It seems you have been adding new mods to your game and thereby switched the loadorder. However, the problem 'should' be sorted out once you have met the dogs ingame and bought a dog. I don't think it will cause you any kind of problems, either... 'your' dog should still teleport with you.
However, if you have added new mods, it's always wise to use Wrye mash on your saved game in order to update it.
_________________
Please visit my Elder Scrolls site
-------------------------------------
Posted by: Neko
Post Posted: 09 Jan 2007 04:12 pm Post subject:
* Yeah, I got similar errors once, but only with a couple of the dogs. I'm starting to think Ald-ruhn is sensitive to these local ref conflicts; I've been making a small mod in that area and drove myself crazy with an NPC who refused to appear.
If it keeps happening, you may want to try this:
1. "Uninstall" the mod (make sure your savegame has no references to it, by unticking that plugin and saving)
2. Using Wrye Mash, you can right-click the mod and select "Renumber Refs"
3. There's a little messagebox, OK
4. Second messagebox, it'll suggest a number, you can just click OK
5. re-activate the mod, and hopefully the mod won't have a conflict with whatever the other mod in Ald-ruhn is.
-Neko [cat]
-------------------------------------
Posted by: tiger8u2
Post Posted: 09 Jan 2007 06:29 pm Post subject: Thanks for the help!
Followed your advice Neko and it worked like a charm!
Three cheers for ye. Applause
Now to go back and buy another pooch for My Morrowind Family. Very Happy
=================================
Posted by: morovir
Post Posted: 30 Jan 2007 10:49 am Post subject: Lulu's acting strange
I've been playing with Grumpy's pet pack guar Lulu for some time, but something rather strange happened last night. I took out the Orcs "guarding" one of the statues near Dagon Fel, and collected their armor. I sold the steel set (not terribly valuable), but kept the Orcish stuff, since no one on the island could afford any of it.
Unfortunately, that, combined with all the other stuff I have collected on this trip, put Lulu at over 1200 encumbrance. She's rated for 1275, so I didn't think anything about it, but after we made the trip to Sadrith Mora, I noticed that she was "warping" to follow, as though over encumbered. I tried to lighten the load a bit, but Lulu still wasn't "walking", just warping.
I decided to unload all of the stuff from that trip to Laura's cottage, so I *tried* to make one last voyage to Ebonheart, but Lulu kept getting left behind. She was right there with the crew when I talked with the ship master, but when we got to Ebonheart, it was just my PC, Laura, and Spot.
Long story short, we went back to Sadrith Mora by ship, and Lulu was still standing on the deck of the ship there. (I didn't reload, we actually travelled back). This time, I told her to follow me, and tried again - still no go.
I finally got her to follow me to Ebonheart by using the reliable "startcombat player" a couple of times, and things have improved now that I've unloaded all the books and unused armor, but I'm curious as to why this happened in the first place. Is Lulu's encumbrance actually lower than 1275?
-------------------------------------
Posted by: Neko
Post Posted: 31 Jan 2007 04:10 am Post subject:
Hm. Shouldn't be.,..
Unless.....
Only thing I can think of, is perhaps you've brought her with you when fighting e.g. Bonelords? I find they have a nasty habit of casting damage strength (or was that Endurance?) spells on me.
I haven't been in the game for a few weeks now, so I've forgotten. But suppose she did have some magical drain on her Strength stat, that might cause her to be over-encumbered, even if the "encumberance" bar still showed the normal max.....
I don't know. Morrowind is just strange sometimes.
Oh
There -was- another thing...
If you add an item, but it gets removed forcibly (because you uninstalled the mod that supplied that item), it's possible that it might not adjust the encumberance value as well.
Just like if you use the RemoveItem script command when there is no such item to begin with - the encumberance value still gets subtracted.
*
-Neko [cat]
-------------------------------------
Posted by: morovir
Post Posted: 31 Jan 2007 07:51 am Post subject:
Hmm, I don't recall running into anything like that. I did set out for Ald Redaynia, but that trip ended disastrously (and with a reload). Lulu was also fine all the way back to Dagon Fel, so whatever happened, must have happened either on the way, or in, Sadrith Mora.
Who knows. I've had to console fix Laura several times, so I suppose I'll have to start a new "cheat sheet" for Lulu.
-------------------------------------
Posted by: Emma
Post Posted: 31 Jan 2007 10:21 am Post subject:
She could have been brought into 'combat-mode' during that fight with the orcs, and then got stuck in combat mode. Then she won't follow. What you did was in this case the right approach - to use the startcombat command. I'm glad it seems to be working now Smile.
_________________
Please visit my Elder Scrolls site
=================================
Posted by: Lexan Angel
Post Posted: 06 Mar 2007 09:29 pm Post subject: PLEEEEEEEEEEEEEASE help me!!!
Hi, I'm a new member and I'm glad to be a part of these forums. I am very fortunate to have found the mods on this site as I have thoroughly enjoyed them. I wish I could have thanked Grumpy before he passed on but I have only discovered this site a week ago.
I have a problem, I am trying to use the dog companion mod but the meshes will not load into the game when I start playing. I believe that I have followed the instructions correctly.
Now, I'm a pretty stubborn guy, so for about a week I have been trying to fix this to no avail. But it is saying that the images and animations for the dogs are not loading. If it helps, windows does not know what program these image files belong to. I am curious to know whether or not I need a certian program to use these image files in morrowind, I have the regular morrowind, tribunal and bloodmoon.
Can anyone help me out? I can clarify if need be. Thank you so very much.
-------------------------------------
Posted by: Lexan Angel
Post Posted: 08 Mar 2007 07:08 am Post subject: *
Problem solved thanks to a helpful member in the chatroom. Very Happy
=================================
Posted by: Forest Stalker
Post Posted: 04 Apr 2007 01:51 pm Post subject: The "donkey warp" script not loading
I recently tried to install the Constance mod after reading about how amusing she is to have along.
She appeared in the game, but I got an error message about the "donkey warp" script and my pack donkey Oliver no longer existed. The pack donkey ring wouldn't work and when I went back to Suran, he wasn't there either. I tried the "missing donkey" dialog option and the Dunmer with the donkeys said "Oliver is here" but alas....no Oliver.
*sigh* Since my character is not very strong she really needs her donkey so at the moment the Constance mod has been removed from my game.
**poof** Oliver returned and all was well.
(I'm sure Constance would not appreciate having a donkey chosen over her)
Does anyone have any suggestions as to why I can't seem to have the donkey and Constance? Could it have something to do with the order of the mods or anything like that?
_________________
Lady MorningStar - The Archer's Tale
-------------------------------------
Posted by: Kateri
Post Posted: 04 Apr 2007 03:52 pm Post subject:
Sometimes when you add a new mod to an existing save, companion scripts and NPCs from that save can get affected. The best way to avoid it is to clean and "align" your mods to your save in Wrye Mash (keeping a backup in case it doesn't work)
K.
-------------------------------------
Posted by: Forest Stalker
Post Posted: 04 Apr 2007 06:11 pm Post subject:
I'm using Wrye Mash and the save I was trying to add Constance to has a pink/purple, which I understand is what it should be but I still get that error. I guess I still haven't figured out how to correctly align the mods. d'oh!
Edited to add: Got everything working. Laughing Julan's comment about knowing a theif when he saw one cracked me up.
And here I thought after all the time he spent with Aeronwen he learned not to assume someone was a thief just because she was a Bosmer. Wink
_________________
Lady MorningStar - The Archer's Tale
=================================
Posted by: Immacolata
Post Posted: 21 Mar 2006 01:27 pm Post subject: Donkey just wanders around in a daze
Somehow my Eliah broke. When I recall him with the ring, he just walks around very slowly. I can interacti with him, but he does not follow me, no matter what I tell him. What gives?
[EDIT] ah, startcombat player fixed it. Long live stickified topics ^^
-------------------------------------
Posted by: Emma
Post Posted: 21 Mar 2006 02:07 pm Post subject:
Glad that it helped! Mr. Green
I was just going to suggest that when I read your little EDIT.
(Silly stubborn donkeys.. Wink)*
=================================
Posted by: Mulhron
Post Posted: 13 May 2006 03:04 pm Post subject: Wolf companion, how to get it to stop following
Quick question. The wolf companion is one of my companions and there is no dialog entry to get it to stop following and no longer be one of my companions. Does anyone know how to get it off my companion list in the game or a console command to do the same? Thanks!
-------------------------------------
Posted by: Emma
Post Posted: 19 May 2006 09:53 am Post subject: Re: Wolf companion, how to get it to stop
following Mulhron wrote: Quick question. The wolf companion is one of my companions and there is no dialog entry to get it to stop following and no longer be one of my companions. Does anyone know how to get it off my companion list in the game or a console command to do the same? Thanks!
It sounds as if you are using another mod that overwrite the wolf's dialog.
If you have the old Wolf companion ver 2.1, it could actually be related to the Dog companion mod, if you are using it as well.
*
But, there are several 'clones' of wolf companion made by other modders, and they haven't known how to ensure that the dialogs would be compatible. So if you are using any other animal companion, this is probably the problem.
Then, you can probably fix the problem by replacing wolf companion 2.1 with the version 3, cause here I have rewritten the whole dialog in order to avoid the conflicts with other animal companions.
_________________
Please visit my Elder Scrolls site
=================================
Posted by: Gaebrial
Post Posted: 02 Sep 2006 03:57 am Post subject: Spot the Wolf (not a competition)
Go on, somebody explain this one...
I've had Spot installed for quite a while now, and have toured most of Morrowind with him in tow. I've just started a new game, and suddenly I encountered a problem. I picked him up from his starting location, and headed to Pelagiad. While in Pelagiad, I needed to reload a saved game. When the saved game loaded, I got several messages about Spot not being found in various spells, and he disappeared from the game world.
It took me about an hour, but I managed to track down the problem. For this new characted, I installed a number of mods that I hadn't used before, or hadn't used for a while. So, I started a test game with virtually no mods, and didn't encounter the problem. Adding all the mods (just over 200) in small bunches didn't reveal the problem, either, so I retraced my steps and worked out exactly where the problem lay.
It turns out that one of these mods conflicts slightly with Spot. The mod 'Rainforests of the Bitter Coast' adds a load more trees to the Bitter Coast region. One of these trees is on top of where Spot's previous master lies dead. In order to retrieve the command ring from his body, I used the console to disable that tree. That is what causes Spot to vanish when I reload a later saved game. If I don't disable the tree, everything works correctly, but Spot's former master ends up mostly inside the tree.
So why does disabling an object from one mod adversely affect a character created by another mod?
-------------------------------------
Posted by: Neko
Post Posted: 02 Sep 2006 05:49 am Post subject: Re: Spot the Wolf (not a competition)
Gaebrial wrote: Go on, somebody explain this one...
Don't have to. It's Morrowind. It's voodoo. Laughing
While I can't understand the Disable'ing of a tree affecting things, it could be the load order, or just the large number of mods. Morrowind often has a hard time keeping track of all the references from different mods. I don't know all the technical aspects, but I think the general explaination is that Morrowind numbers all the references in a mod (or savegame), and sometimes you might get clashes. Yes, even though the mods shouldn't have anything to do with each other. Look here for a better description of this.
Do you use Wrye Mash? it's really a lovely little tool. I use it mostly just to manually set the date stamp on all my mods, to keep the load order sane and let me add mods to my current savegame without going crazy.
* But it can do other things. Why shouldn't it? Right-clicking a mod gets you some interesting little options, many of which I haven't discovered their use yet.
If you get it, try the "Renumber Refs" option when you right click this rainforest plugin. Maybe do this on Spot too. Maybe that will fix this weird situation. Maybe not. That's the magic of Morrowind Modding! Very Happy
Anyone else want to take a shot at explaining this?
-Neko [cat]
-------------------------------------
Posted by: Santa_Cruz
Post Posted: 02 Sep 2006 07:14 am Post subject:
Well, that's really the only idea I'd have is to run your save game through Wrye Mash. It really is the best tool to try to fix these problems. I'd clean the save game, after making a back-up and updating the mods used.
Santa_Cruz
_________________
Ignore this signature - by order!
Quote: Let us aspire so to live, that when we die even the undertakers will be sorry.
- Mark Twain
=================================
Posted by: Esdian
Post Posted: 13 Oct 2006 11:23 pm Post subject: Lulu, Where are you?
I've just started playing Morrowind and decided it would be nice to have a pet. So I download and install the packGuar mod and it was working nicely then one day I tell her to stay, then leave on a mission. when I return Lulu is gone! I've done my best to retrace my steps and still no luck I could respawn her, but it would just not be the same. (aslo lulu has all my armor and items. eekk)
What would be the best method for me to get Lulu back? Thanks in advance, Esdian
-------------------------------------
Posted by: Neko
Post Posted: 14 Oct 2006 03:40 am Post subject:
Code:
1gr_packguar->PositionCell -21046, -17051, 472, 0, "Balmora"
... should be near the balmora strider port
-Neko [cat]
-------------------------------------
Posted by: Esdian
Post Posted: 15 Oct 2006 02:56 am Post subject:
Neko, Thank you so much! I've got my Litte Lulu back. [ES16]
=================================
Posted by: tiger8u2
Post Posted: 09 Jan 2007 01:39 pm Post subject: Dog Companion Scripting Errors on Load
OK....hate to be a pain in the arse, but....
I'm getting the following dog companion scripting errors on loading my
saved game:
"Unable to find referenced object "1A_comp_dog1" in script 1a_dog1warp."
"Unable to find referenced object "1A_comp_dog1" in script 1a_DogCombatwarp."
"Unable to find referenced object "1A_comp_dog1" in scrip 1a_DogCombatwarp2.
"Unable to find referenced object "1A_comp_dog1" in script 1a_dogCombatwarp3.
"Unable to find refrenced object "1A_comp_dog1" in script 1a_doghowl.
"Unable to find referenced object "1A_comp_dog1" in script 1a_StopdogCombat."
I got those before I went and bought a dog.....and have had them ever since.
Any suggestions?
-------------------------------------
Posted by: Emma
Post Posted: 09 Jan 2007 01:52 pm Post subject:
It seems you have been adding new mods to your game and thereby switched the loadorder. However, the problem 'should' be sorted out once you have met the dogs ingame and bought a dog. I don't think it will cause you any kind of problems, either... 'your' dog should still teleport with you.
However, if you have added new mods, it's always wise to use Wrye mash on your saved game in order to update it.
_________________
Please visit my Elder Scrolls site
-------------------------------------
Posted by: Neko
Post Posted: 09 Jan 2007 04:12 pm Post subject:
* Yeah, I got similar errors once, but only with a couple of the dogs. I'm starting to think Ald-ruhn is sensitive to these local ref conflicts; I've been making a small mod in that area and drove myself crazy with an NPC who refused to appear.
If it keeps happening, you may want to try this:
1. "Uninstall" the mod (make sure your savegame has no references to it, by unticking that plugin and saving)
2. Using Wrye Mash, you can right-click the mod and select "Renumber Refs"
3. There's a little messagebox, OK
4. Second messagebox, it'll suggest a number, you can just click OK
5. re-activate the mod, and hopefully the mod won't have a conflict with whatever the other mod in Ald-ruhn is.
-Neko [cat]
-------------------------------------
Posted by: tiger8u2
Post Posted: 09 Jan 2007 06:29 pm Post subject: Thanks for the help!
Followed your advice Neko and it worked like a charm!
Three cheers for ye. Applause
Now to go back and buy another pooch for My Morrowind Family. Very Happy
=================================
Posted by: morovir
Post Posted: 30 Jan 2007 10:49 am Post subject: Lulu's acting strange
I've been playing with Grumpy's pet pack guar Lulu for some time, but something rather strange happened last night. I took out the Orcs "guarding" one of the statues near Dagon Fel, and collected their armor. I sold the steel set (not terribly valuable), but kept the Orcish stuff, since no one on the island could afford any of it.
Unfortunately, that, combined with all the other stuff I have collected on this trip, put Lulu at over 1200 encumbrance. She's rated for 1275, so I didn't think anything about it, but after we made the trip to Sadrith Mora, I noticed that she was "warping" to follow, as though over encumbered. I tried to lighten the load a bit, but Lulu still wasn't "walking", just warping.
I decided to unload all of the stuff from that trip to Laura's cottage, so I *tried* to make one last voyage to Ebonheart, but Lulu kept getting left behind. She was right there with the crew when I talked with the ship master, but when we got to Ebonheart, it was just my PC, Laura, and Spot.
Long story short, we went back to Sadrith Mora by ship, and Lulu was still standing on the deck of the ship there. (I didn't reload, we actually travelled back). This time, I told her to follow me, and tried again - still no go.
I finally got her to follow me to Ebonheart by using the reliable "startcombat player" a couple of times, and things have improved now that I've unloaded all the books and unused armor, but I'm curious as to why this happened in the first place. Is Lulu's encumbrance actually lower than 1275?
-------------------------------------
Posted by: Neko
Post Posted: 31 Jan 2007 04:10 am Post subject:
Hm. Shouldn't be.,..
Unless.....
Only thing I can think of, is perhaps you've brought her with you when fighting e.g. Bonelords? I find they have a nasty habit of casting damage strength (or was that Endurance?) spells on me.
I haven't been in the game for a few weeks now, so I've forgotten. But suppose she did have some magical drain on her Strength stat, that might cause her to be over-encumbered, even if the "encumberance" bar still showed the normal max.....
I don't know. Morrowind is just strange sometimes.
Oh
There -was- another thing...
If you add an item, but it gets removed forcibly (because you uninstalled the mod that supplied that item), it's possible that it might not adjust the encumberance value as well.
Just like if you use the RemoveItem script command when there is no such item to begin with - the encumberance value still gets subtracted.
*
-Neko [cat]
-------------------------------------
Posted by: morovir
Post Posted: 31 Jan 2007 07:51 am Post subject:
Hmm, I don't recall running into anything like that. I did set out for Ald Redaynia, but that trip ended disastrously (and with a reload). Lulu was also fine all the way back to Dagon Fel, so whatever happened, must have happened either on the way, or in, Sadrith Mora.
Who knows. I've had to console fix Laura several times, so I suppose I'll have to start a new "cheat sheet" for Lulu.
-------------------------------------
Posted by: Emma
Post Posted: 31 Jan 2007 10:21 am Post subject:
She could have been brought into 'combat-mode' during that fight with the orcs, and then got stuck in combat mode. Then she won't follow. What you did was in this case the right approach - to use the startcombat command. I'm glad it seems to be working now Smile.
_________________
Please visit my Elder Scrolls site
=================================
Posted by: Lexan Angel
Post Posted: 06 Mar 2007 09:29 pm Post subject: PLEEEEEEEEEEEEEASE help me!!!
Hi, I'm a new member and I'm glad to be a part of these forums. I am very fortunate to have found the mods on this site as I have thoroughly enjoyed them. I wish I could have thanked Grumpy before he passed on but I have only discovered this site a week ago.
I have a problem, I am trying to use the dog companion mod but the meshes will not load into the game when I start playing. I believe that I have followed the instructions correctly.
Now, I'm a pretty stubborn guy, so for about a week I have been trying to fix this to no avail. But it is saying that the images and animations for the dogs are not loading. If it helps, windows does not know what program these image files belong to. I am curious to know whether or not I need a certian program to use these image files in morrowind, I have the regular morrowind, tribunal and bloodmoon.
Can anyone help me out? I can clarify if need be. Thank you so very much.
-------------------------------------
Posted by: Lexan Angel
Post Posted: 08 Mar 2007 07:08 am Post subject: *
Problem solved thanks to a helpful member in the chatroom. Very Happy
=================================
Posted by: Forest Stalker
Post Posted: 04 Apr 2007 01:51 pm Post subject: The "donkey warp" script not loading
I recently tried to install the Constance mod after reading about how amusing she is to have along.
She appeared in the game, but I got an error message about the "donkey warp" script and my pack donkey Oliver no longer existed. The pack donkey ring wouldn't work and when I went back to Suran, he wasn't there either. I tried the "missing donkey" dialog option and the Dunmer with the donkeys said "Oliver is here" but alas....no Oliver.
*sigh* Since my character is not very strong she really needs her donkey so at the moment the Constance mod has been removed from my game.
**poof** Oliver returned and all was well.
(I'm sure Constance would not appreciate having a donkey chosen over her)
Does anyone have any suggestions as to why I can't seem to have the donkey and Constance? Could it have something to do with the order of the mods or anything like that?
_________________
Lady MorningStar - The Archer's Tale
-------------------------------------
Posted by: Kateri
Post Posted: 04 Apr 2007 03:52 pm Post subject:
Sometimes when you add a new mod to an existing save, companion scripts and NPCs from that save can get affected. The best way to avoid it is to clean and "align" your mods to your save in Wrye Mash (keeping a backup in case it doesn't work)
K.
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Posted by: Forest Stalker
Post Posted: 04 Apr 2007 06:11 pm Post subject:
I'm using Wrye Mash and the save I was trying to add Constance to has a pink/purple, which I understand is what it should be but I still get that error. I guess I still haven't figured out how to correctly align the mods. d'oh!
Edited to add: Got everything working. Laughing Julan's comment about knowing a theif when he saw one cracked me up.
And here I thought after all the time he spent with Aeronwen he learned not to assume someone was a thief just because she was a Bosmer. Wink
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Lady MorningStar - The Archer's Tale