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Post by loriel on Sept 11, 2010 13:20:33 GMT
Re-posting of some threads concerning Laura, from the Mod Support section of the old forum (http:forums.elricm.com/emma) ==============================================
Posted by: Emma Post Posted: 25 Feb 2006 07:14 pm Post subject: Question on the animated anim file on Laura -------------------------------------------------------------------------------- Title: Question on the animated anim file on Laura Post by: LilKid on Jul 19, 2005, 05:48 am --------------------------------------------------------------------------------
Due to the failure of MWE and MWSE to work together on my computer I've decided to have my hand on the CS to edit Beryl while figuring how to make those two programs work again Sad... I used the animation file that Laura used, intending to give the rest option on Beryl ... I managed to make her dance and go to sleep without problem but failed to make her wakeup.. she keeps looping the animation (from sleeping to stand then drop back sleep .. the variable is correctly set btw) ... Sad .. I've notice that in the AI window, the wander timer is a bit different for each idle... I even go a bit farther and open 'the underground' esp to see if the timing are changed as well... which it do..
So, I'm a bit stump here. Is there a different timing for each race ? And how do I set the animation timing to match Beryl (a nord) ? Is there a tutorial out there that I can refer?
Anyway besides that problem, traveling Morrowind with Beryl is quite fun now for me since she have unique dialogue now and comment on some places and some peoples now and then (like Laura's but differently of course) Very Happy .And she is a warrior with warrior's stat based on the PC's character's stats.. since I think the old script make her quite weak if partnered with a mage with puny strength. A bit accomplishment since my TESCS experiences are limited to only my own custom race Razz
Any help is appreciated Smile
-------------------------------------------------------------------------------- Title: Re: Question on the animated anim file on Laura Post by: Emma on Jul 21, 2005, 01:51 pm --------------------------------------------------------------------------------
Quote from: LilKid Due to the failure of MWE and MWSE to work together on my computer I've decided to have my hand on the CS to edit Beryl while figuring how to make those two programs work again Sad... I used the animation file that Laura used, intending to give the rest option on Beryl ... I managed to make her dance and go to sleep without problem but failed to make her wakeup.. she keeps looping the animation (from sleeping to stand then drop back sleep .. the variable is correctly set btw) ... Sad .. I've notice that in the AI window, the wander timer is a bit different for each idle... I even go a bit farther and open 'the underground' esp to see if the timing are changed as well... which it do..
So, I'm a bit stump here. Is there a different timing for each race ? And how do I set the animation timing to match Beryl (a nord) ? Is there a tutorial out there that I can refer?
Anyway besides that problem, traveling Morrowind with Beryl is quite fun now for me since she have unique dialogue now and comment on some places and some peoples now and then (like Laura's but differently of course) Very Happy .And she is a warrior with warrior's stat based on the PC's character's stats.. since I think the old script make her quite weak if partnered with a mage with puny strength. A bit accomplishment since my TESCS experiences are limited to only my own custom race Razz
Any help is appreciated Smile
I think the problem with Beryl's sleeping animation rather is that Beryl's companion script looks different from Laura's. Whereas Grumpy has made Beryl's script, Laura's companion script, as well as the rest of her scripting, is made by The Other Felix.
I have had a computer crash (which is why I haven't replied here earlier) and am right now on a borrowed computer, so I cannot check the scripts, but I think there might be parts of the sleep/wakeup script that are referring to variables in the companion script.
* -------------------------------------------------------------------------------- Title: Question on the animated anim file on Laura Post by: LilKid on Jul 22, 2005, 02:39 am --------------------------------------------------------------------------------
Regarding the var , There is 2 in Laura's wakeup script .. follownow and wandertimer.. Anyway, I'll inches my way with the script later on .. need to complete Beryl's dialogue first .. Btw, Is there any program which can export the dialog part from 1 mod to another? I was thinking of inserting my dialogues to a fresh new Beryl and start again.. Right now she kind of a bit messy in term of code Embarassed And is she rereleaseable?
-------------------------------------------------------------------------------- Title: Question on the animated anim file on Laura Post by: Emma on Jul 22, 2005, 02:58 am --------------------------------------------------------------------------------
Quote from: LilKid Regarding the var , There is 2 in Laura's wakeup script .. follownow and wandertimer.. Anyway, I'll inches my way with the script later on .. need to complete Beryl's dialogue first .. Btw, Is there any program which can export the dialog part from 1 mod to another? I was thinking of inserting my dialogues to a fresh new Beryl and start again.. Right now she kind of a bit messy in term of code Embarassed And is she rereleaseable?
Without a computer with TESCS, I cannot be of much help with the wakeup script question at the moment...
As for importing dialog... you can import and export dialog using the construction set, but when I do it, the dialog always show up backwards and I have to re-filter it.
Grumpy has always stated that his scripting material is free to use for anyone, and many modders, Baratheon79 for instance, have uploaded their versions of his companions. But, I don't think that you should upload a version of Beryl as BERYL. Give her a new name, new head and hair and a new background story and upload her under a different name, with you as author but with credits to Grumpy. Make sure that you change ID names everywhere, and that you make new dialog entries for each and every dialog line - else your companion will conflict with Beryl, and I'm sure you wouldn't want that to happen.
-------------------------------------------------------------------------------- Title: Question on the animated anim file on Laura Post by: LilKid on Jul 22, 2005, 04:54 am --------------------------------------------------------------------------------
Hmm.. I guess you right .. I think I go download his companion template later tonite.. Wink
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Post by loriel on Sept 11, 2010 13:23:07 GMT
Posted by: Tim Post Posted: 25 Feb 2006 10:37 pm Post subject: Post by: Peter on February 15, 2005, 02:49:43 --------------------------------------------------------------------------------
I am currently running Laura together with Vampire Embrace, my character being a vampire but Laura not (neither "Blood Thrall"). Everything works fine so far, though I cannot comment yet what happens after turning Laura in a happy bloodsucker as well. However, there is a conflict between the telepathy ring and how the vampire embrace dialogs in Greeting 0 are used. In short, the telepathy ring dialog topics in Greeting 0 won't be called because a vampire embrace topic from Greeting 0 comes first.
After some fiddling I think I found a solution by adjusting 11AA_TelpathyScript. I made a new small mod which overwrites this script, it doesn't touch dialogs or anything else.
Below my modified script. Not exactly sure if this is 100% working, but it seems okay so far. I really don't want to mess in the dialog topics, this would probably cause more harm than good. If anyone who also runs both Laura and Vampire Embrace at the same time wants to give this a try, please test it. If you don't want to make your own mod, I can provide you with a ready-to-run one.
Code: Begin 11AA_TelpathyScript
; this script is made by TheOtherFelix
short OnPCEquip short Button float timer short laura_tele_flag
if ( OnPCEquip == 1 ) if ( MenuMode == 0 ) if ( 11AA_Laura->GetHealth > 0 ) Messagebox "Contact Laura?" "No" "Yes" Set Button to -1 Set OnPCEquip to 2 endif endif endif if ( Button == -1 ) Set Button to ( GetButtonPressed ) elseif ( Button == 1 ) Set AA_TelState to ( 11AA_Laura->GetLOS Player ) Set "11AA_Laura".Companion to 0 ; Make sure the vampire embrace Greeting 0 part is skipped set emb_doneregistergreeting to 1 11AA_Laura->ForceGreeting Set Button to 0 set timer to 0 set laura_tele_flag to 1 elseif ( Button == 0 ) if ( MenuMode == 0 ) if ( AA_TelState > -1 ) Set AA_TelState to -1 endif ; After closing the dialog reset the vampire embrace flag ; But as we have a short delay between activating the ring, closing inventory and starting the dialog, ; we need to ensure the reset happens after the dialog - not the ring - was closed. ; 3 seconds should be enough as buffer between ring activation and dialog starting (I hope) if ( laura_tele_flag == 1 ) ; Important because this part of the script is always running. We don't want to ; influence dialog with other NPCs if ( timer < 3 ) set timer to ( timer + GetSecondsPassed ) return endif set timer to 0 set emb_doneregistergreeting to 0 set laura_tele_flag to 0 MessageBox "register reset" endif endif endif
End
PS: Leading whitespaces are automatically cut off here, no idea how to change this. Sorry. ------------------------------------- Posted by: Tim Post Posted: 25 Feb 2006 10:39 pm Post subject: Post by: Elsu on February 15, 2005, 18:16:03 --------------------------------------------------------------------------------
Peter wrote: Code: Begin 11AA_TelpathyScript
; this script is made by TheOtherFelix
short OnPCEquip short Button float timer short laura_tele_flag
if ( OnPCEquip == 1 ) if ( MenuMode == 0 ) if ( 11AA_Laura->GetHealth > 0 ) Messagebox "Contact Laura?" "No" "Yes" Set Button to -1 Set OnPCEquip to 2 endif endif endif if ( Button == -1 ) Set Button to ( GetButtonPressed ) elseif ( Button == 1 ) Set AA_TelState to ( 11AA_Laura->GetLOS Player ) Set "11AA_Laura".Companion to 0 ; Make sure the vampire embrace Greeting 0 part is skipped set emb_doneregistergreeting to 1 11AA_Laura->ForceGreeting Set Button to 0 set timer to 0 set laura_tele_flag to 1 elseif ( Button == 0 ) if ( MenuMode == 0 ) if ( AA_TelState > -1 ) Set AA_TelState to -1 endif ; After closing the dialog reset the vampire embrace flag ; But as we have a short delay between activating the ring, closing inventory and starting the dialog, ; we need to ensure the reset happens after the dialog - not the ring - was closed. ; 3 seconds should be enough as buffer between ring activation and dialog * starting (I hope) if ( laura_tele_flag == 1 ) ; Important because this part of the script is always running. We don't want to ; influence dialog with other NPCs if ( timer < 3 ) set timer to ( timer + GetSecondsPassed ) return endif set timer to 0 set emb_doneregistergreeting to 0 set laura_tele_flag to 0 MessageBox "register reset" endif endif endif
End
Start with the word code in "square brackets" [ ] and end with /code, also in square brackets.. This will preserve the format of your text.
Last edited by Tim on 25 Feb 2006 10:42 pm; edited 1 time in total ------------------------------------- Posted by: Emma Post Posted: 25 Feb 2006 10:40 pm Post subject: Oh! I had no idea there was a conflict, I have never played as a vampire or anything such. In fact, I had the impression that it generally works smoothly to use the embrace on Laura (think I have heard Cortex say that he is doing so, himself, but I cannot swear on that...)
It's really great that you have put together a script for this, and I'm glad that you have posted it here. Now, I know what to tell people if they have the same dilemma.
When you feel confident that this solution works, maybe we could even do the same thing as with the ebony outfit fixme? I.e. put it on my site as an addon for Laura. ------------------------------------- Posted by: Tim Post Posted: 25 Feb 2006 10:41 pm Post subject: Post by: Peter on February 15, 2005, 20:32:43 --------------------------------------------------------------------------------
Emma wrote: When you feel confident that this solution works, maybe we could even do the same thing as with the ebony outfit fixme? I.e. put it on my site as an addon for Laura. Yes, I had that in mind as well, but I am not confident enough yet.
The only conflict is the telepathy ring. As far as I played Lauras quests (only until Vivec shopping), normal face-to-face dialogs work fine. As I understand it, Lauras Greeting 0 topics are only for the telepathy ring, and that's exactly where Vampire Embrance will come first. So any topics in Greeting 1, 2, ... should be fine.
Let me test this for a couple more days, and turn Laura into a bloodsucker as well. If I think I checked everything, I send you the esp.
By the way, many thanks for the "code" trick, Elsu! That's useful. ------------------------------------- Posted by: Tim Post Posted: 25 Feb 2006 10:43 pm Post subject: Post by: Peter on March 06, 2005, 17:24:17 --------------------------------------------------------------------------------
After some time playing with the telepathy ring compatibility mod, it looks like it's working. I will remove the debug "MessageBox" line and email you the thing, so if you want to add it on your webpage, go ahead.
Other than that, I turned Laura into a vampire yesterday. Looks good, found no problems with this. Both all Laura features and all Vampire Embrace features appear to be working correct.
When you want to take Laura in follow mode, you can decide if you want the Vampire Embrace "Blood companion" following, or Lauras "together" option. Both work, but there are some things to note: If you want to travel as transformed bat (this is so cool...), you need to select the Vampire Embrace follow mode. Also - quite obvious - when using the "together" follow mode, the Vampire Embrace option "Vampire follow close/medium/wide" won't work. But this is no problem, as Laura warps by herself.
To sum it up, some features might require you to use the correct follow mode. But you don't really need both Laura and Vampire Embrace features at the same time anyways, as each mode itself is sufficient to avoid her getting lost.
Also tested and found working with MadMax mods: Pega Horse Ranch, Lord of Dragons, Ultimate Galleon. ------------------------------------- Posted by: Tim Post Posted: 25 Feb 2006 10:43 pm Post subject: Post by: AlienSlof on March 06, 2005, 17:49:05 --------------------------------------------------------------------------------
I've used her as an embraced vampire without any problems - my big Basil took rather a shine to her (randy old sod that he is!) and soon sweet-talked her into it! She behaved perfectly as a little leech! Smile
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Post by loriel on Sept 11, 2010 13:26:30 GMT
Posted by: Tim Post Posted: 25 Feb 2006 10:53 pm Post subject: Ack! I have two Lauras! Post by: maracas on July 04, 2005, 09:50:17 -------------------------------------------------------------------------------- Hi, I've got the latest Laura Craft mod and have not had any Emma companion mod installed previously. Everything's been going along wonderfully, except a while ago, when we got off the silt strider in Vivec, I had two Lauras in tow - one in the armor I had bought for her and the other in her original peasant dress that she wore when we first met. Both are following me and I cannot get rid of the one wearing the dress. Everything is fine with the correct Laura (the one in the armor), but the duplicate Laura has no companion share option. Anyone know how I can get rid of this second Laura? (If she had companion share, I would probably just consider it as having twins). Thanks in advance. ------------------------------------- Posted by: Emma Post Posted: 25 Feb 2006 10:54 pm Post subject: maracas wrote: Hi, I've got the latest Laura Craft mod and have not had any Emma companion mod installed previously. Everything's been going along wonderfully, except a while ago, when we got off the silt strider in Vivec, I had two Lauras in tow - one in the armor I had bought for her and the other in her original peasant dress that she wore when we first met. Both are following me and I cannot get rid of the one wearing the dress. Everything is fine with the correct Laura (the one in the armor), but the duplicate Laura has no companion share option. Anyone know how I can get rid of this second Laura? (If she had companion share, I would probably just consider it as having twins). Thanks in advance. yes, this is a problem that probably come from that you have added or removed mods from your ongoing game. Call up the console and click on the duplicate Laura so that her ID-name shows up at the top of the console. Type: Code: disable setdelete 1 she is now gone from your game. It's likely that you will also have a doubled door in her cottage now. Do the same with that door. You can check that you disable the correct door by looking at the ID names that show up at the top of the console. The original door has an ID that ends with 0, the duplicate door has an ID that ends with something else. ------------------------------------- Posted by: Tim Post Posted: 25 Feb 2006 10:55 pm Post subject: RE: Ack! I have two Lauras! Post by: maracas on July 04, 2005, 10:44:39 -------------------------------------------------------------------------------- It worked like a charm. The duplicate Laura is gone. You are correct about installing a mod during my ongoing game. I installed Aleanne's clothing mod (the one that puts a vendor in the Tel Vos service tower) so I could get Laura some nice fashionable medium armor. Most of the female mod shops seem to specialize in light armor or no armor. The Breton Knight in the Balmora Expansion specializes in heavy armor. Oh well. Emma, thanks for the mod. It is making Morrowind a whole new game for me. I spend as much, or more, time tending to Laura and her moods and desires as I do in other parts of the game. Maybe later I will try the Constance mod, but I am worried about the "woman" problems that might cause. Thanks again! ------------------------------------- Posted by: Emma Post Posted: 25 Feb 2006 10:56 pm Post subject: maracas wrote: It worked like a charm. The duplicate Laura is gone. You are correct about installing a mod during my ongoing game. I installed Aleanne's clothing mod (the one that puts a vendor in the Tel Vos service tower) so I could get Laura some nice fashionable medium armor. Most of the female mod shops seem to specialize in light armor or no armor. The Breton Knight in the Balmora Expansion specializes in heavy armor. Oh well. Emma, thanks for the mod. It is making Morrowind a whole new game for me. I spend as much, or more, time tending to Laura and her moods and desires as I do in other parts of the game. Maybe later I will try the Constance mod, but I am worried about the "woman" problems that might cause. Thanks again! You know, if you want to do something in the construction set, altering armor stats is about the easiest you can do. Just go to the armor list and change the weight on the armor piece you want to be medium, and you will see how it's type changes. So, me and my companions now all run around in medium armor by Jeremy (used to be heavy). My latest favorite clothing store is also in Vos - I'm not sure of the name of it, but it's made by BadKarma and includes many beautiful dresses, all tailored for Better Bodies. Can be downloaded from Elric Melnibourne's site. As for Laura and Constance, the problems shouldn't be that bad... Constance isn't another girlfriend, so those girls get along rather well, at least as long as Constance doesn't.... :angel12: Well... I'm sure you'll find out whatI mean Very Happy ------------------------------------- Posted by: Emma Post Posted: 25 Feb 2006 11:00 pm Post subject: maracas wrote: It worked like a charm. The duplicate Laura is gone. You are correct about installing a mod during my ongoing game. I installed Aleanne's clothing mod (the one that puts a vendor in the Tel Vos service tower) so I could get Laura some nice fashionable medium armor. Most of the female mod shops seem to specialize in light armor or no armor. The Breton Knight in the Balmora Expansion specializes in heavy armor. Oh well. Emma, thanks for the mod. It is making Morrowind a whole new game for me. I spend as * much, or more, time tending to Laura and her moods and desires as I do in other parts of the game. Maybe later I will try the Constance mod, but I am worried about the "woman" problems that might cause. Thanks again! You know, if you want to do something in the construction set, altering armor stats is about the easiest you can do. Just go to the armor list and change the weight on the armor piece you want to be medium, and you will see how it's type changes. So, me and my companions now all run around in medium armor by Jeremy (used to be heavy). My latest favorite clothing store is also in Vos - I'm not sure of the name of it, but it's made by BadKarma and includes many beautiful dresses, all tailored for Better Bodies. Can be downloaded here. As for Laura and Constance, the problems shouldn't be that bad... Constance isn't another girlfriend, so those girls get along rather well, at least as long as Constance doesn't.... :good: Well... I'm sure you'll find out whatI mean Very Happy ------------------------------------- Posted by: Tim Post Posted: 25 Feb 2006 11:02 pm Post subject: Post by: LilKid on July 05, 2005, 03:23:46 -------------------------------------------------------------------------------- Well, I suggest getting bob's armory as he have everything in 3 different flavor (light, medium, and heavy) ^_^. So Laura and Constance and Beryl now wear the same armour but the differents is that Laura use med and Constance use light and Beryl can have the heavy.. Morgana can use MQB clothing and I got my own harem Twisted Evil The flower trouble? Very Happy Yeah... give me a headache.. nice touch there ! Laughing ------------------------------------- Posted by: Tim Post Posted: 25 Feb 2006 11:02 pm Post subject: Post by: maracas on July 05, 2005, 13:28:41 -------------------------------------------------------------------------------- Emma: I downloaded Jeremy's Knights of Tamriel armor mods and installed the Maran set and the Jet & Gold set so far. I changed them from heavy to medium. Laura seems to like the Maran set. Lilkid: I downloaded Bob's armory, located it and ran around inside for a few minutes before I had to run. I had time to open the cabinet, at least, and saw a ton of armor. It might be a chore figuring out what's what but the screenies certainly look nice. I guess Laura and Constance will be trying on clothes when I get home from work ... sigh ... ------------------------------------- Posted by: Emma Post Posted: 25 Feb 2006 11:03 pm Post subject: Sorry if the question is stupid, I haven't followed new releases that much lately, so what is Bob's armor?? _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Tim Post Posted: 25 Feb 2006 11:08 pm Post subject: Post by: maracas on July 05, 2005, 18:24:48 -------------------------------------------------------------------------------- Here's the link to the page on the Summit. planetelderscrolls.gamespy.com/View.php@view=Mods.Detail&id=3997It's got a pretty funny backstory (Bob the Visigoth and a bad location ...). It specializes in women's BB armor and each armor has light, medium and heavy varieties. I haven't had a chance to check it out very extensively yet, but Constance is wearing Armor_02 (light) with the hauberk and it looks pretty nice. Looks like a lot of mix and match can be done, too. Be advised, the naming convention is interesting but he explains it in the readme. ------------------------------------- Posted by: Tim Post Posted: 25 Feb 2006 11:09 pm Post subject: Post by: LilKid on July 06, 2005, 03:03:22 -------------------------------------------------------------------------------- Emma wrote: Sorry if the question is stupid, I haven't followed new releases that much lately, so what is Bob's armor?? Pretty armor for pretty lady but most of it are quite .. revealing. The only regrets is that its quite hard to select since it use the same icon when in inventory or on the floor.. you need to wear it on a lady. The stats is quite high unfortunately but there are no pauldron and gloves so it do make it even somehow Razz The building itself is quite spacious and is your have a furniture mod, you can turn it to your own house.
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Post by loriel on Sept 11, 2010 13:28:30 GMT
Posted by: Tim Post Posted: 25 Feb 2006 11:12 pm Post subject: Laura: help! i lost jimbo Post by: dench on March 12, 2005, 10:16:30 --------------------------------------------------------------------------------
Hello! This is the first time I've ever played Morrowind and this is the first mod I installed. I asked Jimbo and Laura to accompany me, but I seem to have lost Jimbo somewhere along the way. Very embarrassed by my foolishness and would really appreciate advice on how to find Jimbo back Embarassed Thanks! ------------------------------------- Posted by: Emma Post Posted: 25 Feb 2006 11:14 pm Post subject: Poor little Jimbo - let's rescue him at once!
Ingame, you call up the console (usually behind the § or ' key, depending on keyboard)
Type exactly as follows: Code: "11AA_Jimbo"->PositionCell 3761, 4421, 12850, 0 "Laura's house"
Now, if you go to Laura's house, he should be there.
(If anyone tells you to use a PlaceAtPC command in the console, DON'T follow that advice. You will only get a clone of Jimbo, and this clone will not have Jimbo's warping script).
Hope this helps! Smile And good luck with the mod! ------------------------------------- Posted by: Tim Post Posted: 25 Feb 2006 11:15 pm Post subject: Post by: dench on March 12, 2005, 11:31:26 --------------------------------------------------------------------------------
Thank you so much! Very Happy And thanks for the warning about PlaceAtPC, that was exactly what a friend told me to try. I'll pass the tip on to her too. Gorgeous mod! ------------------------------------- Posted by: Tim Post Posted: 25 Feb 2006 11:15 pm Post subject: Post by: knownalien on April 14, 2005, 13:10:20 --------------------------------------------------------------------------------
anyone care to give me a clue about how to get the jimbo quest started? ------------------------------------- Posted by: Emma Post Posted: 25 Feb 2006 11:16 pm Post subject: knownalien wrote: anyone care to give me a clue about how to get the jimbo quest started?
Enter the basement together with Laura. Jimbo is there. She will tell you about his story. ------------------------------------- Posted by: Tim Post Posted: 25 Feb 2006 11:17 pm Post subject: Post by: knownalien on April 14, 2005, 16:44:43 --------------------------------------------------------------------------------
Emma wrote: knownalien wrote: anyone care to give me a clue about how to get the jimbo quest started? *
Enter the basement together with Laura. Jimbo is there. She will tell you about his story.
hmmm, I thought I did that. well, time to go back to the basement. ------------------------------------- Posted by: Tim Post Posted: 25 Feb 2006 11:19 pm Post subject: Post by: knownalien on April 14, 2005, 17:24:21 --------------------------------------------------------------------------------
Emma wrote: knownalien wrote: anyone care to give me a clue about how to get the jimbo quest started?
Enter the basement together with Laura. Jimbo is there. She will tell you about his story.
ok, i found bimbo. but i did it by myself because i don't like companions following me when I am island hopping. so I took her back to where laura and jimbo were waiting. but there was no "closeure" to their reunion . . which was to say there WASN'T any reunion. Was I supposed to have jimbo with me when I found bimbo? ------------------------------------- Posted by: Emma Post Posted: 25 Feb 2006 11:21 pm Post subject: knownalien wrote: Emma wrote: knownalien wrote: anyone care to give me a clue about how to get the jimbo quest started?
Enter the basement together with Laura. Jimbo is there. She will tell you about his story.
ok, i found bimbo. but i did it by myself because i don't like companions following me when I am island hopping. so I took her back to where laura and jimbo were waiting. but there was no "closeure" to their reunion . . which was to say there WASN'T any reunion. Was I supposed to have jimbo with me when I found bimbo?
No, you shouldn't have to bring Jimbo. In fact, it was so long ago since I made this so I can hardly recall... But Laura should be very pleased, and then you can either drag both the creatures along, or leave them behind together. The quest is a loose end, it's not connected to anything else in Laura mod, and not of any real importance.
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Post by loriel on Sept 11, 2010 13:30:07 GMT
Posted by: Tim Post Posted: 25 Feb 2006 11:22 pm Post subject: Laura's First Quest... (Potential Spoiler) Post by: Madoka on May 31, 2005, 01:25:37 --------------------------------------------------------------------------------
First of all, I'd like to thank you for such a great mod! It's been fun so far having her help me in my little adventures. I'm only level 11. I think I added Laura when I was level 6.
I successfully managed to avoid disaster with her birthday, having luckily pilfered an amulet from a foe just a bit earlier. And her request for shopping money made me laugh out loud. She wooped my behind in practice as well, so I have managed to get her disposition to 100. It did drop when she thought I was having a affair with the "cat woman", that was great!! I haven't figued out the eating deal yet....must be missing ingredients.
But she hasn't given me any quests yet, and we've been to Balmora multiple times with her disposition at 100. I'm wondering if I'm missing something? I haven't done any romantic things with her yet, just adventuring.
Sorry for being a newb. ------------------------------------- Posted by: Tim Post Posted: 25 Feb 2006 11:23 pm Post subject: RE: Laura Post by: Peter on May 31, 2005, 09:51:27 --------------------------------------------------------------------------------
The birthday present is the first quest in Balmora. Those quests are sometimes just conversations. Sometimes the conversations include some actions like getting that present, and later on it will also include some other people.
The quests - if you want to call it that - pop up in different locations. The first time I played * with Laura (since then she is one of my regular companions) I tried to avoid looking at the spoilers textfile, but once or twice I checked it because I just hardly went to where that certain action were triggered. ------------------------------------- Posted by: Tim Post Posted: 25 Feb 2006 11:23 pm Post subject: RE: Laura Post by: Madoka on May 31, 2005, 20:40:25 --------------------------------------------------------------------------------
Ah, thanks for that clarification! I kept thinking that the quests would be like the Guild one: go to the other side of the continent and get something or kill someone. I avoided looking at that spoilers list too as long as I could as I kept wondering what I was doing wrong.
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Post by loriel on Sept 11, 2010 13:31:37 GMT
Posted by: Tim Post Posted: 25 Feb 2006 11:24 pm Post subject: Making love with Laura... Post by: dragomike on June 03, 2005, 17:43:54 --------------------------------------------------------------------------------
Hi, I just want to clarify this... I've gotten the ingredients for the dinner, so Laura wants me to climb on the bed... so I do. Where's the ... uh... "Making love" animation? Is there one? Because it just only shows rest window. ------------------------------------- Posted by: Tim Post Posted: 25 Feb 2006 11:24 pm Post subject: RE: Making love with Laura... Post by: Aqtai on June 03, 2005, 20:05:38 --------------------------------------------------------------------------------
There aint one. ------------------------------------- Posted by: Tim Post Posted: 25 Feb 2006 11:25 pm Post subject: RE: Making love with Laura... Post by: dragomike on June 03, 2005, 21:13:59 --------------------------------------------------------------------------------
woops sorry, I thought so. Forgive my pervertness. Embarassed ------------------------------------- Posted by: Tim * Post Posted: 25 Feb 2006 11:25 pm Post subject: RE: Making love with Laura... Post by: Peter on June 04, 2005, 11:45:25 --------------------------------------------------------------------------------
Well, while Laura has no such animation, if you want to satisfy your pervertness you can try the courtesans in Morrowind Comes Alive. Those come with a full animation. Had a good laugh here, they are quite well done. My own pervertness certainly enjoyed it. ------------------------------------- Posted by: Emma Post Posted: 25 Feb 2006 11:26 pm Post subject: Laura only has a rather innocent sound file for this "scenario".
I never knew about the courtesans in MCA, but now I'm a bit curious.
There is another mod, though, called Sakaki Manor by Neko which should include a "full scenario"
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Post by loriel on Sept 11, 2010 13:35:47 GMT
Posted by: Tim Post Posted: 25 Feb 2006 11:27 pm Post subject: New Laura sleep problem Post by: Lorac on May 16, 2005, 11:59:49 --------------------------------------------------------------------------------
Hi, all!
I have updated my Laura Craft mod to the new one, following all the instructions for cleaning my save etc.
I'm not sure my animations are working correctly. The new "kissing" has her walking up close to my char, circling, and circling until her face is real close, then the dimming of light, etc. Is she supposed to be going around and around? When I watch in 3rd person, I never see the pose she is shown in on Emma's screenshot.
Then there's the sleeping part. Laura goes to sleep nicely ( very clever, I might add), but when she wakes up, she stands, stretches, then immediately goes back down. It gets caught in some sort of loop.
I have reinstalled it twice to make sure I didn't put a file in the wrong place or something. Any thoughts?
I apologize in advance if this has been covered somewhere. I looked, but didn't see it.
Thanks! ------------------------------------- Posted by: Emma Post Posted: 25 Feb 2006 11:30 pm Post subject: Lorac wrote: Hi, all!
I have updated my Laura Craft mod to the new one, following all the instructions for cleaning my save etc.
I'm not sure my animations are working correctly. The new "kissing" has her walking up close to my char, circling, and circling until her face is real close, then the dimming of light, etc. Is she supposed to be going around and around? When I watch in 3rd person, I never see the pose she is shown in on Emma's screenshot.
Then there's the sleeping part. Laura goes to sleep nicely ( very clever, I might add), but when she wakes up, she stands, stretches, then immediately goes back down. It gets caught in some sort of loop.
I have reinstalled it twice to make sure I didn't put a file in the wrong place or something. Any thoughts?
I apologize in advance if this has been covered somewhere. I looked, but didn't see it.
Thanks!
Lorac, could you test if she behaves as she should in a new game? I.e. start a new game, with Laura as the only enabled mod, go to her in Vivec and check if the animations work all right. That way we will know if it's a problem with your upgrade or if the files aren't stored as they should.
Oh! You haven'd changed race on her, have you? Because if you have, you have to add the animation file again (in the npc-infobox). It's called Synda4. ------------------------------------- Posted by: Tim Post Posted: 25 Feb 2006 11:31 pm Post subject: Post by: Lorac on May 17, 2005, 10:55:20 --------------------------------------------------------------------------------
Emma, I will be sure to try Laura with a new game. I should have thought of that! It is probably a messed-up save, even though I followed the cleaning instructions. I did not change anything on Laura, like race.
Thanks for your help, and will leet you know! ------------------------------------- Posted by: Tim Post Posted: 25 Feb 2006 11:31 pm Post subject: Post by: Azuth on May 29, 2005, 21:13:28 --------------------------------------------------------------------------------
Hey Emma,
The first thing I want to say is I love your mods. Just wanted to say thank you for all the hard work you have done.
However, I am also having this problem. I have used no other version of the Laura Craft mod then the most recent and started a new game. I am a newb when it comes to morrowind but it seems to me that the problem with Laura sleeping started when I installed your wonderful Children of Morrowind mod. But that could just be a coincidence. Anyway I have installed about 70 mods or so into my game. Most of these mods where installed at the same time before I ever started my current game. I am very computer literate and according to a program I use to check conflicts between mods none conflict with Laura Craft (the name of the program escapes me at the moment since I am not at my computer).
Anyway I was wondering if you might have any insite.
Thanks for your help,
Azuth ------------------------------------- Posted by: Emma Post Posted: 25 Feb 2006 11:33 pm Post subject: Azuth wrote: Hey Emma,
The first thing I want to say is I love your mods. Just wanted to say thank you for all the hard work you have done.
However, I am also having this problem. I have used no other version of the Laura Craft mod then the most recent and started a new game. I am a newb when it comes to morrowind but it seems to me that the problem with Laura sleeping started when I installed your wonderful Children of Morrowind mod. But that could just be a coincidence. Anyway I have installed about 70 mods or so into my game. Most of these mods where installed at the same time before I ever started my current game. I am very computer literate and according to a program I use to check conflicts between mods none conflict with Laura Craft (the name of the program escapes me at the moment since I am not at my computer).
Anyway I was wondering if you might have any insite.
Thanks for your help,
Azuth
It could hardly be the Children mod in it self. BUT it could possibly be that you added a new esm to your ongoing game - read more about potential problems here: LINK COMING SOON
If adding one more esm caused the probem, my guess is that you could fix it by cleaning the npc-line in Laura-mod. Please follow the instructions here: LINK COMING SOON
Hope this helps, please let me know. ------------------------------------- Posted by: Tim Post Posted: 25 Feb 2006 11:34 pm Post subject: Post by: Azuth on May 30, 2005, 16:22:53 --------------------------------------------------------------------------------
Emma wrote: It could hardly be the Children mod in it self. BUT it could possibly be that you added a new esm to your ongoing game - read more about potential problems here: LINK COMING SOON
If adding one more esm caused the probem, my guess is that you could fix it by cleaning the npc-line in Laura-mod. Please follow the instructions here: LINK COMING SOON
Hope this helps, please let me know.
Thanks for your help Emma however it did not work. I have added two esm's to my game recently. Your Children of Morrowind mod (it really adds a lot of atmosphere to the game, bravo for that) and the Metal Queen Boutique mod.
As per your suggestion I deleted the NPC-1AA_Laura line from my save game but it had no effect. I have no other problems with my game. There are no cases of doubling or any other discernable problems that I am aware of so far. The only problem I seem to be having is when I tell Laura to get up after resting she gets locked into a repeating cycle of getting up off the floor, stretching, then drooping to the floor to repeat the cycle all over again.
Any other ideas?
Thanks Again,
Azuth ------------------------------------- Posted by: Tim Post Posted: 25 Feb 2006 11:36 pm Post subject: Post by: Madoka on June 01, 2005, 19:31:31 --------------------------------------------------------------------------------
I had that same Sleepyhead Laura problem where she would get stuck in a loop. After reading all the help threads on the forum, I decided to see if I could find a mod conflict.
* So I inactivated all .esm (and any dependent .esps) except for the 3 Official Bethesda ones. I left any texture replacing .esps on like the female armor ones on. Reloaded my save game, and she wakes up ok! So I add things back one at a time and test it each time. Finally all .esms and .esps are back on, and she still wakes up ok! I have no idea why that worked. She's been able to go to sleep and wake up now several times, but I have not yet tested it extensively. ------------------------------------- Posted by: Emma Post Posted: 25 Feb 2006 11:36 pm Post subject: That's good to hear, Madoka. It could be that you had added a new esm that influenced your other mods, but I'm really glad that the problem is now sorted out Smile Hope she will continue to behave! _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Tim Post Posted: 25 Feb 2006 11:37 pm Post subject: Post by: Madoka on June 04, 2005, 19:23:55 --------------------------------------------------------------------------------
Emma,
Thank you for this great mod and all your support.
After a few hours of play, the Sleepyhead Laura problem came back. And worse, after going back to her cottage, her evil twin also appeared. So I figure this really must be some mod conflict that messes up my saved game. After looking at the main Laura 2.2 thread, the other player with the evil twin problem (though I chose not to resort to premeditated homicide) had listed his mod list. As it turns out we had many of the same masters.
I first thought that it may be Morrowind Comes Alive, but the problem shows up after a while with it off and after I ve cleaned the save as best I could. I wondered if it was Metal Queen Boutique but it seems many people on this forum use it without problems. I have managed to complete the Andromache quest without errors.
I did wonder if the MultiMark Teleporting Mod conflicted with Laura s teleports as a few of the messed up games occurred after I recalled multiple times to multiple places to sell and drop off loot. I have turned it off and have been testing it. The other player who had this problem did not seem to have the multimark mod though. Do you have any thoughts on this?
Also, I run with the FPS Optimizer, mainly for the increased view distance (Morrowind on a clear day is quite spectacular). I did wonder if it could interfere and mess up a save game.
Finally, when she starts messing up, her voice clips also are screwed up, either not playing, or too low in volume, or cut short before finishing.
Thanks. ------------------------------------- Posted by: Emma Post Posted: 25 Feb 2006 11:37 pm Post subject: Evil twin... sounds like you have got a clone of her after an upgrade.
Call up the console when you have both the girls around. click on one of them so that the ID-name shows up at the top of the console. If it ends with 0, it's the original Laura. If not, it's the duplicate. Make sure that the id-name of the duplicate is at the top of the console. Type: Code: disable setdelete 1
she is gone for good. Hopefully that will also help with the voice clips, too.
I'm not sure what causes the sleeping anim problem; as I thought you had this sorted out, I haven't been worrying over it and I have now been in Rome for a week. The only other mod I know that is using something similar is The Underground, but the scripting there is not the same. Dunno... Have to take a look at this in TESCS, but I'm at the moment behind with everything. I take it that other things are working OK? I mean, her general behaviour, the new kissing anim? So that as long as you don't use the sleeping anim, you do not have any problems except for the cut off voice? ------------------------------------- Posted by: Tim Post Posted: 25 Feb 2006 11:38 pm Post subject: Post by: Madoka on June 10, 2005, 21:03:55 --------------------------------------------------------------------------------
Emma,
Thanks for your support on this. All other behaviors seem normal except for the sleep and voice clips. I must admit I never tried the kissing animation after the sleep problem as I was trying to figure that out.
As I ended up getting both Sleepy Laura and her Evil Twin, I decided that my save file was completely messed up and reverted to an earlier game. The next time the problem arose occurred right after I recalled to multiple places to sell and drop off loot with the MultiMark mod. I realized that it also occurred one other time after multiple teleports. Also, I noticed that one of the banners at the Counsel Club at Balmora had been duplicated without my adding any mods. Laura was duplicated without adding any mods too.
So I went back to an earlier working save game, cleaned it the best I could, and disabled the MultiMark mod (I left MCA off too as Laura is all the NPC interaction I need). At first I really missed the MultiMark mod, but now that I have the Lover s Teleport Ring all regrets are gone. With that ring, the generic Mark/Recall spells, and the Master Index, getting around Morrowind couldn t be easier. And the ring takes Laura with which was a problem with the MultiMark mod.
So, it s been several days now and no problems at all. She once got stuck in aggro mode after a battle and kept yelling "Attack!" and her other battle chants, but I couldn't stop her using the telepathy ring and telling her it was ok. I rebooted, and it hasn't come back again, so it probably just a random memory gltich.
I really think it was the MultiMark mod causing the sleep problems with the Laura mod. And you know which one I kept. Very Happy
Thanks. ------------------------------------- Posted by: Emma Post Posted: 25 Feb 2006 11:38 pm Post subject: Oh! The Multimark mod! Never thought of that! But it sounds kind of logical, as Laura has her own recall system (cannot understand how it could affect sleeping animation, though Smile). And, of course I'm glad that you found Laura interesting enough to keep her instead of the other facilities. Smile
There are some further ways to travel around with companions. One is my VTA Travel Agency, available at this forum and on my site. You can summon travel agents to quick-travel you and all your companions to most places in Morrowind, Solstheim and Mournhold.
And, then there is cdcooleys MWSE IT-expanded. You need to run the MWSE, which is an external program, but with this, teleporting with companions get extremely easy. I know that cdcooley have tested this mod with my companions, so there shouldn't be any issues. I also know that Peter uses MWSE IT together with my companions and he is very happy with this solution. So, there are many alternatives to Multiple mark, and the alternatives works also for companions. ------------------------------------- Posted by: Tim Post Posted: 25 Feb 2006 11:39 pm Post subject: Post by: Aqtai on June 11, 2005, 07:06:03 --------------------------------------------------------------------------------
I use multimark, but I haven't run into problems with Laura Croft, LoKKen or Lost Heir.
I did end up with 2 Morgiahs with 'Black Queen Chronicles' though. hmm... ------------------------------------- Posted by: Tim Post Posted: 25 Feb 2006 11:39 pm Post subject: Post by: Peter on June 11, 2005, 08:34:14 --------------------------------------------------------------------------------
ImprovedTeleport by cdcooley has indeed been the overall best all-purpose teleport solution I found. Wouldn't want to play without it anymore. I removed all other teleport mods meanwhile.
It basically is MultiMark on steroids. Like MultiMark, you can place several marks anywhere you like. Additionally, it supports teleportation of companions. That means, any NPC who is currently following you will teleport together when you cast recall or intervention. Also, ImprovedTeleport works in areas added by mods. MultiMark had some problems here.
There currently is a small issue with ImprovedTeleport together with Constance and/or Beryl. A patch should be available shortly.
As a sidenote, I personally don't like the Lovers Teleport Ring. I consider it too much of a cheat. I do see where it comes from, though: The overall lack of companion support in teleportation. But now as we can have companion support for teleportation, that ring is a bit too good for my taste. I changed it to a recall-home-to-cottage item for my personal usage.
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Post by loriel on Sept 11, 2010 13:37:27 GMT
Posted by: Emma Post Posted: 27 Feb 2006 09:52 am Post subject: Laura didn't regenerate her magicka -------------------------------------------------------------------------------- Title: Laura didnt regenerate her magicka Post by: LilKid on Jul 31, 2005, 12:46 am -------------------------------------------------------------------------------- If Im not mistaken, I'v read somewhere that a mod does this but I dont remember which Sad ... I gave her the amulet from the Asgard's girl guard... she regenerate her health just fine but her magicka stay at 0. Even a whole night sleep didnt help .. Any help? -------------------------------------------------------------------------------- Title: Laura didnt regenerate her magicka Post by: Peter on Jul 31, 2005, 02:58 am -------------------------------------------------------------------------------- Combat Enhanced seems to be the culprit, from what I saw. But not sure if it's MorrowindEnhanced itself, or only one specific MWE mod. The effect is that all NPCs in the current cell after a load get their magicka set to zero. And not only their current magicka, but also their maximum magicka. I noticed the problem first when I loaded back a quicksave in some smuggler cave where I had died during the fight, and that mage who had happily fried me before with spells now came running to do handtohand combat. So it's not only Laura, it seems to affect all NPCs. Console, click on Laura: getmagicka -> returns 0 (zero) modcurrentmagicka 100 -> still returns 0 If you get that, her total magicka is zero, so she won't regenerate anything. Best solution here is to manually set her magicka back: setmagicka 250 I usually remember her magicka after a levellup (getmagicka), so I know what value to set it to again. If I forgot, well, some points more or less is probably no desaster. I personally rather keep CombatEnhanced and just manually reset Lauras magicka occasionally. Other option is to get rid of CombatEnhanced and/or Morrowind Enhanced, and see if that solves the problem. If not, I've been talking rubbish right now. -------------------------------------------------------------------------------- Title: Laura didnt regenerate her magicka Post by: LilKid on Jul 31, 2005, 03:26 am -------------------------------------------------------------------------------- So its the enhanced family is the culprit Evil or Very Mad .. Yes I notice that other NPC get affected too as I get some robe wearers charging me with either handtohand or shortshort ... but not all right? Since some did summon atronaches and Golden Saint (ouch when you are level 10+) but why o why must my sweet Laura suffer Sad ... Lucky improved teleportation is working for me .. Thanks.. well, pity for those mages.. Im sure not going to set their magicka before each fight Twisted Evil -------------------------------------------------------------------------------- Title: Laura didnt regenerate her magicka Post by: Emma on Jul 31, 2005, 03:30 am -------------------------------------------------------------------------------- * Quote from: LilKid So its the enhanced family is the culprit Evil or Very Mad .. Yes I notice that other NPC get affected too as I get some robe wearers charging me with either handtohand or shortshort ... but not all right? Since some did summon atronaches and Golden Saint (ouch when you are level 10+) but why o why must my sweet Laura suffer Sad ... Lucky improved teleportation is working for me .. Thanks.. well, pity for those mages.. Im sure not going to set their magicka before each fight Twisted Evil The reason that some of them keep casting spells *could* be that they are using an enchanted item instead of their own magicka store. -------------------------------------------------------------------------------- Title: Laura didnt regenerate her magicka Post by: Peter on Jul 31, 2005, 06:50 am -------------------------------------------------------------------------------- The problem is actually not too bad, as it only affects NPCs in the *current* cell at the moment you load the game. If you then run around into other cells, magicka of NPCs located there will be fine. So assuming you don't die or crash frequently, it shouldn't ruin gameplay too much. Of course, companions are a different story, as they will very often be in the same cell when you load the game. For Laura I don't bother, because I use her mostly as a warrior. "Babe, that's your sword, that's the enemy, forget about spells, 'k?" It would be a show-stopper for any magic using companion. However, maybe some workaround could be done to restore the maximum magicka in the companion script after a load. Will look into this. -------------------------------------------------------------------------------- Title: Laura didnt regenerate her magicka Post by: LilKid on Jul 31, 2005, 07:04 am -------------------------------------------------------------------------------- Well, I remove CE and BE from my game and will see if the problem return in my new game *sigh* .. Now to see to that dead NPC syndrome. >,> , beat that and I can start building up my char for Underground 2 ... My current save game is pretty messed up right now, "repair all" command from Whrye Mash cause my constance lost her animation :shock: and considered her as debris content ... she gone T_T from my game.. I dont know if it was my comp or it the new whrye mash version but.. what the hell Crying or Very sad
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Post by loriel on Sept 11, 2010 13:39:26 GMT
Posted by: Emma Post Posted: 03 Mar 2006 08:05 am Post subject: Laura doesn't like me! Lorac: Quote: hi, Emma!
I've just started the Laura Craft mod. I can't seem to keep her disposition up over 50. I found Little Bimbo. That didn't help. Ok, I admit, at first I didn't know it was her birthday, then I tried to give her an "exqusite" amulet when she wanted an "extravagant " one!
But does her disposition go up just over time?? I haven't gotten any other quests from her.
Thanks! ------------------------------------- Posted by: Emma Post Posted: 03 Mar 2006 08:05 am Post subject: RE: Laura doesn MistyMoon: Quote: Give here golden kanet flowers and gems, she is a picky little thing and wont like to be treated bad. Wink _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Emma Post Posted: 03 Mar 2006 08:06 am Post subject: RE: Laura doesn Quote from: Lorac Quote: How do you give her gems?? I see where you can give her the flower, but I haven't seen any dialog that lets you give her anything else. When I click on "Your gift to me" it * just thanks me for the birthday gift. I must be missing something.
Thanks for your help!
Try topic "so happy" - there you should have the option to give her all kind of things. In fact, if you choose the option ""something else you might like" (below the flowers), she will search your inventory and grab what she like most. Could be a diamond, a ruby, an amulet, another flower... Just have a few items in your inventory that you think a girl would like, and she will happily take it from you... _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Emma Post Posted: 03 Mar 2006 08:08 am Post subject: RE: Laura doesn Lorac: Quote: Ah, thank you so much. I was not reading carefully enough. Embarassed
I am sure I will love this mod, just like all your others!! _________________ Please visit my Elder Scrolls site
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Post by loriel on Sept 11, 2010 13:42:34 GMT
Posted by: Emma Post Posted: 04 Mar 2006 02:06 am Post subject: How to get 'flatter' option for Laura Craft mc1gamer: « on: Jun 09, 2005, 03:09 pm » Let me start by saying I love this mod, as well as the others you've done. Question - can't seem to get the 'flatter' option in conversation. Admire seems to be more like 'grope' to laura, and I read that there's a more romantic method to build her disposition. Also can't seen to find any mods that provide a conversion for most armors found in game, as well as more outfits that are more flattering for a female. I've a few plug-ins that do it for certain specific armors, but not for the regular armors out there, including Laura's ebony armor. Can't seems to find anything that is more femanine in regular clothing (not dirty, though I don't shy from this either, but anything that isn't a shirt that doesn't look like a burlap sack on a woman lol). Lastly, and not really looking for spoilers - but I don't seem to have any conversations that lead to her 1st quest. I got her flowers and gave her a gift (amulet) and she gave me a ring that helps communicate with her - but I haven't unlocked any of her quests. How do you do this? I just started with this mod btw wink Any help??? THX! ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:07 am Post subject: RE: How to get Elsu « Reply #1 on: Jun 09, 2005, 04:55 pm » Quote from: mc1gamer Quote: Also can't seen to find any mods that provide a conversion for most armors found in game, as well as more outfits that are more flattering for a female. I've a few plug-ins that do it for certain specific armors, but not for the regular armors out there, including Laura's ebony armor. Can't seems to find anything that is more femanine in regular clothing (not dirty, though I don't shy from this either, but anything that isn't a shirt that doesn't look like a burlap sack on a woman lol). Canadian Ice has a very nice female version of the Glass Cuirass, and a "robe replacer" mod that improves the look of almost all the robes, with a male or female version of each depending on the gender of the wearer. The Metal Queen Boutique mod by Canadian Ice adds a lot of new feminine clothes and armor. There should be a link to her web site on the main page here, but due to some unpleasantness not too long ago, you may have to register in her forums before you can download her mods. Also, check this forum rethan-manor.net/phpBB2/viewtopic.php@t=99&highlight= for screenshots of a variety of clothing, and ask the person who posted the image about anything you find interesting. _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:07 am Post subject: RE: How to get mc1gamer « Reply #2 on: Jun 09, 2005, 07:48 pm » Awesome, ty. Any comment on the 'flatter' link? I can't seem to get it as an option _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:09 am Post subject: RE: How to get * Elsu « Reply #3 on: Jun 09, 2005, 08:13 pm » Sorry, I can't help you with that.. I have not installed the new Laura yet, and the previous version did not have that option. _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:09 am Post subject: RE: How to get « Reply #4 on: Jun 10, 2005, 03:06 am » It's "built in" in another topic... She will talk about that gold kanet flowers will make her "so happy", and in the topic "so happy", you cannot only give her flowers but also other gifts or try to flatter her. Be warned... she will not always fall for your words, though! _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:11 am Post subject: RE: How to get Elsu « Reply #5 on: Jun 10, 2005, 09:41 am » I misread "flatter link" as "topic".. There certainly is an option to flatter Laura in the previous version in the "so happy" topic.. ----- so happy Do you remember the old days back home? You made me so happy every time you gave me one of those beautiful gold kanet flowers... I always felt that they brought me luck. And then you used to say something sweet to me. Laura, my love, here is a gold kanet flower for you Haven't we got more important things to discuss now? I'm sorry that I haven't got any gold kanet flower to give you today I havent got any flower, but I have another gift for you I haven't got any flower for you, but I think you are as pretty as a flower ----- _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:11 am Post subject: RE: How to get Farrier « Reply #6 on: Jun 12, 2005, 08:03 am » There are other ways to flatter her in the dialogue: by giving her better potions than she needs, and by complaining about her blocking your path... Alternatively, you can just Persuasion->Admire her, but be warned she's awfully strong-willed, and even with stats of 100, she's quite likely to become displeased with you. _________________ Please visit my Elder Scrolls site
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Post by loriel on Sept 11, 2010 13:46:17 GMT
Posted by: Emma Post Posted: 04 Mar 2006 02:12 am Post subject: Laura Craft mod ver 2.1 problem Emperor1
« on: Jun 03, 2005, 09:44 am »
I am having problems with this mod and I was hoping somebody can help me...
The thing is, I play with Laura for a while and everything is ok. But sometimes when I load a game I get an error in loading AA_spells & abilities and after accepting - Laura disappears. The only way to get her back is to use PlaceAtPc but then all her gear is gone as well as stats - or to go back to a save that doesn't report this error. Certain event in the game causes this but I haven't pinpointed it out.
Best of all there are no reported conflicts with other mods (except with the white wolf and official index plugin but they are minor). I used TESTool and TES Conflict detector. The rest of the game mods work just fine and there are no problems, well.. beside this one.
Just recently, I noticed that my custom companion (Grumpy comp.script) has this issue also. This will not manifest until I exit MW completely and then load a savegame. Disabling all plugins except Laura and trying then leaves me with a CTD every time (I have over 150 active plugins, and some are huge so MW probably can't handle this huge cleaning of the saved game).
Thx for any info. ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:13 am Post subject: RE: Laura Craft mod ver 2.1 problem NeilV
« Reply #1 on: Jun 03, 2005, 10:58 am »
Emma is away on holiday at the momet and wont be back for a week.
about the only help I cangive is that 2.1 is an older version current version is trb 2.2 (which is really 3.0) you could try the lattest one to see if that solves the problem. it can be found here
or you cant wait untill Emma gets back which is the 9th I think _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:13 am Post subject: RE: Laura Craft mod ver 2.1 problem Peter
« Reply #2 on: Jun 03, 2005, 11:47 am »
This is a wired problem. I never had it with Laura or other Emma-powered NPCs. However, I had it with ScriptedSpells and one of the NPCs of that mod vanished into nothingness.
For whatever reason the game engine fails to load something from the mod, and then simply does not load the NPC at all. With the ScriptedSpell NPC I tried to locate her (that is, the first clone) using the console. She simply didn't exist anymore, although I had just walked past her a couple of in-game hours earlier. I guess this is the same thing as you encounter with Laura. Also I once had this with a NPC from vanilla Morrowind.
Did you recently add, remove or update one or more mods? This could lead to a dirty savegame which might cause such issues.
PlaceAtPC is no solution, as this creates a new clone. Works for normal NPCs when having clone #1 or clone #2 doesn't matter, but won't work with heavily scripted companions.
What you can try is: 11aa_laura->gethealth
or: "11aa_laura00000000"->gethealth (that are eight zeros)
If it returns 0.00, then this clone (to be exact: the first clone) of Laura is either dead (unlikely) or does not exist. If it returns something greater than zero, then Laura does exist. You can then relocate her to your current position:
11aa_laura->positioncell xpos ypos zpos 0 "Cell Name" Where you get your current x/y/z pos using "tdt" command.
If the Laura clone is removed from the game, then there is nothing you can do to help except trying to load the savegame again and see if it might not occur then. If it occurs too often, your savegame has been corrupted and you can try reverting to an older savegame. If those are corrupted as well, you need to start a new char and be annoyed. Morrowind is a great game, but it has its flaws problems. Unresolvable mod conflicts is one of those flaws. _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:15 am Post subject: RE: Laura Craft mod ver 2.1 problem Emperor1
« Reply #3 on: Jun 03, 2005, 03:10 pm » Posted by: 2005
Thanks for helping out.
Quote: Did you recently add, remove or update one or more mods? This could lead to a dirty savegame which might cause such issues.
No. Here's the fun part - I got tired of dirty saves caused by unclean mods that I added when I was younger and not so wise grin ... or running around disabling a lot of duplicates - so I started a new game - updated my plugin list to include only the best plugins that I liked - carefully examined every landscape, script or other conflict (I had to eliminate a couple of good ones) and created my final list that is either level/dialogue merged or completely compatible. I don't update plugins any more. You might say this is a unique solution to resolving doubling bug - although admittedly, a stupid one. Everything works well - my only disappointment is this issue I have with companions (like my real life grin ).
Quote: If it returns 0.00, then this clone (to be exact: the first clone) of Laura is either dead (unlikely) or does not exist. If it returns something greater than zero, then Laura does exist. You can then relocate her to your current position:
I must say, I found your solution to be most intelligent - and was very excited when gethealth returned 302. First attempt to relocate Laura made me relocate myself to the desktop. The second attempt succeeded! Unfortunately Laura is without the gear I gave her (about 200000 worth) and in original state (the same I get with PlaceAtPc but without the cloning part)
Quote: If the Laura clone is removed from the game, then there is nothing you can do to help except trying to load the savegame again and see if it might not occur then.
I already did that before - thinking it was just some issue with a scripted container by Durgoth. But now it happened again and I fear I will have to go on in this evil land of Morrowind all by myself Cry _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Emma * Post Posted: 04 Mar 2006 02:16 am Post subject: RE: Laura Craft mod ver 2.1 problem Peter
« Reply #4 on: Jun 03, 2005, 05:34 pm »
Very wired you *can* relocate the original Laura to your position, but she is without gear! Also, you write "back to original state". Does that include her skills/stats reset as well? Lauras scripts keep a backup of her skills and stats, so once the gets into the same cell as the player, the backup should be automatically restored. If that is not the case, then it also means the game failed to load Lauras script. That's very bad.
Restoring the gear using the console should be quite easy, you just need to figure out the object IDs. Restoring Lauras skills and stats should be more tricky. "setstrength 80" or so probably won't work as then it won't make it into the backup script. I don't know how to do this exactly, but you might want to look into the construction set at the Laura skill training dialog and see how skills are stored there. Maybe Emma has a better solution here, she will be back in about one week from holidays.
As I said, I did have the same problem in my game, twice. But fortunately never with Laura or any other companion. But it makes me believe it's not really a problem with the Laura mod itself but rather the game engine. Something in the line of game tries to load a NPC, then tries to load a spell attached to that NPC, fails here for whatever reason (maybe 72-hours purge?), and stops loading the NPC and his scripts as well. I guess only Bethedsa can tell. But the chapter Morrowind is closed and over. _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:17 am Post subject: RE: Laura Craft mod ver 2.1 problem « Reply #5 on: Jun 08, 2005, 04:47 pm »
Quote from: Emperor1 Quote: I am having problems with this mod and I was hoping somebody can help me...
The thing is, I play with Laura for a while and everything is ok. But sometimes when I load a game I get an error in loading AA_spells & abilities and after accepting - Laura disappears. The only way to get her back is to use PlaceAtPc but then all her gear is gone as well as stats - or to go back to a save that doesn't report this error. Certain event in the game causes this but I haven't pinpointed it out.
Best of all there are no reported conflicts with other mods (except with the white wolf and official index plugin but they are minor). I used TESTool and TES Conflict detector. The rest of the game mods work just fine and there are no problems, well.. beside this one.
Just recently, I noticed that my custom companion (Grumpy comp.script) has this issue also. This will not manifest until I exit MW completely and then load a savegame. Disabling all plugins except Laura and trying then leaves me with a CTD every time (I have over 150 active plugins, and some are huge so MW probably can't handle this huge cleaning of the saved game).
Thx for any info.
I know Grumpy has had this problem with his companions, but I have never heard it mentioned with laura before. (I have always claimed that his problem was because his companion was a guard, and he has always said I was wrong, and I guess this proves he is right...)
Have you by any chance done any merging with the TESTool? Then, that could cause unexpected problems. Quote error in loading AA_spells & abilities
Hmm... is this from Laura's mod? She should have plenty of spells, but none with that name.
Also, have you tried using the simple Vivec teleport ring that she gives you upon your first meeting? If she is somewhere in the game, the teleport ring should place her in Vivec foreign quarter plaza, with gear and all. She has also given you a telepathy ring (first time you discuss combat options with her). Does it work? Can you communicate with her by using it? If so, you can recall her to multiple meeting locations. And if you have known her long enough to get the "Lover's teleport ring", you can make her recall to you.
As I just got back home from Rome, I still haven't access to my own computer (my mother is keeping it for me) so I cannot check in TESCS for at least 24 hours. _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:19 am Post subject: RE: Laura Craft mod ver 2.1 problem Emperor1
« Reply #6 on: Jun 13, 2005, 08:55 am »
Quote: Have you by any chance done any merging with the TESTool?
I have merged leveled lists and dialogs for all active plugins and so far I have seen some problems with merging dialogs, but none that would cause companion load error. Quote: Hmm... is this from Laura's mod? She should have plenty of spells, but none with that name.
I thought it unnecessary to name every single spell that failed to load (there were a few) - so when I say "AA_spells & abilities" I mean some or all of Laura's spells and abilities. Quote: Also, have you tried using the simple Vivec teleport ring that she gives you upon your first meeting? If she is somewhere in the game, the teleport ring should place her in Vivec foreign quarter plaza, with gear and all. She has also given you a telepathy ring (first time you discuss combat options with her). Does it work? Can you communicate with her by using it? If so, you can recall her to multiple meeting locations. And if you have known her long enough to get the "Lover's teleport ring", you can make her recall to you.
I've used the telepathy ring she gave me. When I contacted her I got the opening greeting - like we never met (Darling, I so happy to see you again. I've dreamed about this moment ... - I think it goes something like that). Then I exited the dialog box, and used the ring again. This time I got the standard choice selection. I told her to meet me in Balmora, and coc on that cell - waiting for me was a clone of Laura (last number 1). Her gear and stats are gone.
I have a theory what causes this - not just with laura but with other companions as well - I will test it out and get back to you if it proves to be true. _________________ Please visit my Elder Scrolls site
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Post by loriel on Sept 11, 2010 13:48:18 GMT
Posted by: Emma Post Posted: 04 Mar 2006 02:23 am Post subject: Laura suddenly is the size of a giant - no joke mc1gamer
« on: Jun 12, 2005, 05:02 pm »
Well I finally went to mornhold with Laura, Morgana and a few companions, and after a while there, I tried to reload from a save. Well on reload I found some errors that looked connected to Laura, and kept the load going.
When the game laoded - she was giant sized. I mean HUGE.
So the graphics are all messed up with that npc - none of the others are affected. Issue is, how can I adjust this back? Please help.
Thanks! ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:24 am Post subject: RE: Laura suddenly is the size of a giant - no joke Reply #1 on: Jun 13, 2005, 03:20 am »
SetScale 100 should help.
Question: did this happen after you changed version of the Laura-mod? (I.e. upgraded to latest version from an older version). You see, someone else reported a similar problem - but then she shrunk to 30 % of original size - but later told me that this was connected to an upgrade of the Laura mod.
I have heard that these things occasionally happens with companions, but you are only the second one who has reported it with any of my companions. It's weird... _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:24 am Post subject: RE: Laura suddenly is the size of a giant - no joke Lorac
« Reply #2 on: Jun 13, 2005, 05:04 am »
This happened to me also in Mourhold. But it happened when we were levitating inside one of the caves, then when our fight was over, I used the VTA Travel Agency mod to teleport us back to the temple. When we went INSIDE the Temple, she got huge. Once I re-loaded and did NOT levitate in the cave, all was OK. Hoope this helps a little! _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:25 am Post subject: RE: Laura suddenly is the size of a giant - no joke « Reply #3 on: Jun 13, 2005, 06:42 am »
Hmm... you know, I recall now that in the screenshot this guy sent me of the Laura midget, she was actually LEVITATING. Don't know if this has any connection, but still... Thank you for telling this, Lorac! _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:25 am Post subject: RE: Laura suddenly is the size of a giant - no joke c1gamer
« Reply #4 on: Jun 13, 2005, 09:40 am »
Well here's some details:
I didn't upgrade the mod, I'd only recently downloaded it, so it was the latest version. I did earlier in the weekend see something rather strage. I was back near Vivic, after hours playing with Laura in my group, and there she was again, in front of her house. I walked over to make sure, and the older Laura's face seemed to shake (I thought this was a funny glitch). I actually wasn't sure if this was intended, or somehow I had a doubling issue I've seen others report. I didn't redownload the mod though, and there was no update. I killed the 'clone' and moved on. No idea if this contributed, but it was wierd.
Now nothing happened out of the ordinary afterwards. After playing with Laura in my group, I installed Witchgirl, and added her to my party. At one point I made my way to Mournhold, and ran about the sewers there. I didn't summon her (i've got the improved teleportation mod), I used her method to 'meet me in mournhold' and she was there when I arrived. Now while there is when I initially had this problem. In the bazaar, I saved, came back after eating, and loaded up the game, and there's Laura towering over my group in the mournhold bazaar.
After posting this initially, I just restarted from a save about 3 hours earlier, and all was good. I made my way back again to Mournhold, no issues this time. However, I returned to the main continent of the game, and back in Vivic is where I saved (used Laura's method to send her back on her own here too). I saved in Vivic, load again a bit later, and there she is again, sky high!
I consoled: setscale 1, this brings her back to normal size. Sadly I tried to reload this numerous times, each time she is huge. I can reset her size, but it's kind of a pain, and certainly an immersion killer. I don't think this is a dirty save, as I backed up with two saves (I usually do) and same thing happened when I loaded from the alt one.
I'm considering removing her entirely, I can always add her back in again if I get this sorted out. However, I like the mod, and I would perfer to learn what the issue is and find a fix.
I didn't levitate with Laura to my knowledge, and I did give her orders to not levitate. however when you send her to meet you in mounrhold (and back) you need to reinvite her to your group ('together' link) and you need to reset any options. I don't remember if I did, but again, I don't remember doing any levitating either, it's kind of rare for me to do anyway.
FYI - I've got the Giants mod, which does have humanoids that are setscale x2 or maybe 3. Not sure if that might have impact or not.
Why'd it have to be Laura Sad lol
Any additional help? _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:26 am Post subject: RE: Laura suddenly is the size of a giant - no joke Peter
« Reply #5 on: Jun 13, 2005, 10:34 am »
Quote from: mc1gamer Quote: Now nothing happened out of the ordinary afterwards. After playing with Laura in my group, I installed Witchgirl, and added her to my party.
Did you adjust the filedate of the Witchgirl esp file so it loads after the Laura esp? By default, Witchgirl is older than Laura, so it will load before Laura.esp. But if you install Witchgirl after Laura, you will mess up the modindex of Laura.esp, leading to a dirty save.
Unless you adjusted the filedates, now basically all your savegames after installing Witchgirl are dirty, and you should revert back to before that point.
I explained this to you on the official forum already, and you said it makes your head spin. But if you use mods, you need to understand some things, else you end up with all sort of wired problems. I sure learned it the hard way as well. _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:27 am Post subject: RE: Laura suddenly is the size of a giant - no joke mc1gamer
« Reply #6 on: Jun 13, 2005, 11:38 am »
It did make my head spin. I'm not even sure where to change the file date. Can you be more specific.
Yep, I sure understand, now more than ever, why you need knowledge of all this if you intend to use mods. I wish it would be more layman friendly though, and I'm sure a layman. I also wish I had a pony since I was 12, so....lol.
Any hand holding on this stuff is appreciated. I just get cross-eyed on some things, but I 'am' learning.
So might it remove either or both of the companions then? I was thinking of removing and then perhaps re-installing the Laura mod. If Witchgirl is conflicting, I can ditch that one, if the filedate isn't a solution.
Any suggestions (with details)?
Oh...and ty very much for trying to help. I love the mods, just need to make em play nice with eachother I guess. _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:27 am Post subject: RE: Laura suddenly is the size of a giant - no joke DinkumThinkum
« Reply #7 on: Jun 13, 2005, 12:21 pm »
What is a 'dirty save'?
The short version: a dirty save is a saved game that contains information that doesn't correspond to information in the mods currently being used in the game.
One common way this can happen is if a mod user changes a mod after it's already included in the saved game, either by editing the mod or by installing a different version produced by somebody else.
Another common cause of a dirty save is removing (disabling) a mod after it's already included in the saved game.
The end result is a conflict between data in the saved game and data in the mods currently being used.
For the longer versions, see the first two links in my signature.
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File dates:
If you've ever opened up an .esm or .esp file in the Construction Set, even just to look at it without making any changes, you can inadvertently change the file date for the mod just by typing in the 'Created By' or 'Summary' text boxes on the editors Data Files pane. Any typing at all in either box will change the selected .esp or .esm file and change its file date to the current date.
Also, TESTool and some other Morrowind utilities have the ability to change .esp/.esm file dates to modify load order. _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:27 am Post subject: RE: Laura suddenly is the size of a giant - no joke Peter
« Reply #8 on: Jun 13, 2005, 12:39 pm »
I wish this would be more layman friendly, too. I think everyone does. Well, it's how it works and how Bethedsa did things, so there is absolutely nothing we can do except trying to figure out how it works, play Morrowind without mods or don't play Morrowind at all.
Allright, the basics arn't so complicated anyways. Fortunately, the thing we players want to do mostly is adding new mods, and that is one of the easier things to handle. When you look at your modlist in the "Data Files" dialog from your Morrowind starter, you will notice they are in a certain order: Top - down. The order only depends on the filedate of the .esp file. If you open the Data Files folder in Windows Explorer, switch to detailed view and sort by Last Modified, you will get the same order as in the Morrowind mod dialog. Top of dialog = older files, bottom = newer files. Why is this important? Because the game loads mods in the order they appear in that dialog. Older files load first, newer files load later. Esm files always load before esps.
Now assume you have Morrowind, Tribunal, Bloodmoon and three mods installed. Then your Data Files should look like this:
#1 Morrowind.esm #2 Tribunal.esm #3 Bloodmoon.esm #4 Mod_A #5 Mod_B #6 Mod_C
So far nothing new, and should be quite trivial. What I am up to now is that each of those mods (technically Morrowind.esm isn't anything else than a "mod", too) are at a specific place. Let's look at Mod_B which is at the fifth place. That is the socalled "mod-index". Now it's getting important: Once installed, the index of one mod MUST NOT CHANGE. Reasons for this are complex, so just accept this as a fact. In short, if the index of a mod changes, you will get all sort of wired, unexplainable errors.
Let's apply this in some real example. Current game has this:
#1 Morrowind.esm #2 Tribunal.esm #3 Bloodmoon.esm #4 Lokken.esp - 2005-03-01 #5 Laura.esp - 2005-04-01
So Lokken has the index #4, Laura #5. The file dates are just fantasy and only serve as example, but I think in real Lokken is older than Laura, too. I'm ignoring the .esm files here, as esms always load before esps regardless of their date. Let's talk about esps only.
Now we add Witchgirl.esp, which has a filedate 2005-02-01 (older than both Lokken and Laura).
Now it looks like this: #1 Morrowind.esm #2 Tribunal.esm * #3 Bloodmoon.esm #4 Witchgirl.esp - 2005-02-01 #5 Lokken.esp - 2005-03-01 #6 Laura.esp - 2005-04-01
You see, the index of Lokken has changed from #4 to #5, Laura from #5 to #6. This is bad. If you load this configuration and continue playing with it, all your saves are now "dirty" and you can (not always, but possible) encounter any sort of wired errors.
Now it doesn't require a Master in rocket science to conclude that you always need to add new mods to the end of the list, in order to keep the index of previous mods unchanged.
So what we need is this:
#1 Morrowind.esm #2 Tribunal.esm #3 Bloodmoon.esm #4 Lokken.esp - 2005-03-01 #5 Laura.esp - 2005-04-01 #6 Witchgirl.esp - <some date later than 04-01>
As you can see, Lokken and Laura index is still the same as before. But we somehow need to change the filedate of Witchgirl.esp. Now unfortunately such a fundamental functionality is not included into Windows (why not, Microsoft??!), so you need an additional tool. There are dozens of tools which allow you to set the date of a file, the one I use it called "touch". You can download here or just ask Google for "touch +windows".
Touch is a simple command line tool, you use it from the DOS console. The most simple usage of touch will set the date of a file to the current time. To do this, open the DOS console, somewhere in Start - Accessoirs or whatever that is called in the English version of Windows (I have a German one), and type:
> cd "C:\Program Files\Bethedsa\Morrowind\Data Files" (or whereever your Morrowind is installed. The " are needed when there are whitespaces in the directory text)
> touch Witchgirl.esp
That's it, now Witchgirl.esp has the filedate of the current day and time. Now you can add it safely to your game. As you see, the solution is actually quite simple, once you got it it's a matter of 10 seconds. Basically, whenever you install a new mod, simply "touch" it first to make sure it appears at the end of your mod list in "Data Files".
If you feel uncomfortable with the DOS console, there are probably easier to use tools available, but don't ask me, I am not very familiar with Windows (I mostly use Unix, and that's where this "touch" utility comes from).
Finally, if you have further questions, ask here. That's what the forums are good for. And don't worry about asking possible stupid questions. We all ask them, all the time. grin _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:29 am Post subject: RE: Laura suddenly is the size of a giant - no joke Farrier
« Reply #9 on: Jun 13, 2005, 01:05 pm »
Whoo, I didn't know that the mod index couldn't change. I've been happily turning on/off "cosmetic" mods (weathered signs, etc) in the middle of the load order: no doubt I shall encounter some "amusing" problems later Sad
Why is this? Is the mod index used in identifying items or scripts or something?
The problem is, there are conflicting requirements: The mod index of thy mods shalt be unchanging, Thy Witchgirl shalt be loaded after thy Laura.
If you have Witchgirl loaded, how then are you meant to add the Laura mod, without causing at least one of these two requirements to be broken? _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:30 am Post subject: RE: Laura suddenly is the size of a giant - no joke mc1gamer
« Reply #10 on: Jun 13, 2005, 01:32 pm »
Wow, my head is spinning again.
I sure do have a greater understanding, but now I'm more depressed than ever. I had thought that you could add and remove mods without great concern, as that's how it's supposed to be. At least the add part. I mean, you shouldn't have to start a fresh game just to be able to play and not be able to add any more w/o fears.
I've really wanted to add Lokken, for example, but I've held off as I heard you need to be nevarine, and I've not gotten nearly to that point in the MQ. So...do I now have to start over?
Here's what I did: Started Laura, added Witchgirl. In adding Witchgirl, I also changed her face (I thought the suggestion of doing so was merited, since it uses the same face as Laura, so I swapped it out with another - this was I think my 1st mod lol). Does this mean I have a dirty save?
I'd be fine with starting over, I've taken my sweet time on quests anyway. However, I don't want to do so from scratch and make the same mistakes. Can I load Lokken from the start for example?
I'm sure to check on the dates in the future, but is this something that is essential? It seems like an awfull lot of work for what is supposed to be a plug-in and easy add-on. I guess I know the answer, lol. Essentially that's part of the community mod game.
So what would you suggest? I don't care about starting over, I just don't want to have to do so again. I think at this point I'm likely going to be playing the game with current and expected mods till Oblivian is released, which at the pace I do play will be just fine (I'm not in a rush in other words). I just keep seeing mods that are very cool, and if I want to add them, I want to insure that I don't make this same mistake.
Thx again for all the help. What do you think? _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:31 am Post subject: RE: Laura suddenly is the size of a giant - no joke Peter
« Reply #11 on: Jun 13, 2005, 01:36 pm »
Quote from: Farrier Quote: Why is this?
See explanation here. No, I don't understand it completely. grin
Quote:
Thy Witchgirl shalt be loaded after thy Laura.
Nope, the order between Witchgirl and Laura is irrelevant. In the above example Witchgirl was the current mod to be installed, so has to load last. If you have, say, Witchgirl already installed and then want to add Laura, then Laura has to load last. What matters here is only that newly installed mods load last.
However, your point is valid as the problem *can* happen if mods depend on each other. Necessities of Morrowind (NOM) needs to load after NOM-compatible mods. So if you add new NOM-compatible mods, you cannot add them to the end of your list *and* load NOM later *and* keep the index of NOM unchanged. Plain impossible. Need to start a new game for this. There was a thread about this issue here a few weeks ago if you want more details.
Another nasty situation occurs when you want to add new .esms, as they always load before all esps regardless of their filedate. In short, you cannot do that without changing the modinex of all esp files. Very bad.
Hopes are that Bethedsa will come up with something more less error-prone for Oblivion. I suppose they never expected people playing with dozens of mods. _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:32 am Post subject: RE: Laura suddenly is the size of a giant - no joke Peter
« Reply #12 on: Jun 13, 2005, 01:53 pm »
Quote from: mc1gamer Quote: I had thought that you could add and remove mods without great concern, as that's how it's supposed to be.
Well, I agree. But I didn't write the game. Bethedsa sold it to you. Ask them. However, you can also ask your dog, as Morrowind is an old game and the topic is closed now. There won't be anymore Morrowind updates. Besides, they will tell you that playing with mods is done at own risk, and if you want to play it "easy" you have to play the game unmodded. But in my opinion unmodded Morrowind isn't very interesting.
My suggestion: If you have a savegame before installing Witchgirl, revert back to that. Then install Witchgirl the way I explained before, without swapping the head. See if the game behaves okay now. If yes, continue. If no, start over from scratch. If you install from scratch, install essential mods before creating a new character. If you want companions, Witchgirl, Laura, Constance, Lokken are in my opinion the best ones available. You can use all of them in the same game, there are no (known) conflicts.
Always keep a backup of a savegame *before* adding a mod. In case something goes wrong, you can revert back to that point. I have a huge backup folder here full of files like "BeforeAldIndoril.zip". I just zip up the last three saves and store them in another folder, before adding a new mod or every couple of hours/days (depends on how much I played). If you do this, you have a security-net, so you will never lose a complete character. Losing one or two days playing time is annoying, but not a desaster.
Note on the "touch" tool. As DinkumTinkum suggested, you can also use TESTool to update the filedate. This might be easier to use than touch. Result is the same, though. Use whatever you prefer. And yes, you should not ignore this issue, else you get into problems again and again and ...
About Lokken and MainQuest: I replied to that in the official forum already. In short, you can start Lokken whenever you want, not related to the mainquest in any way. No idea who told you you need to be Nerevarine for Lokken, but that info is just wrong.
Geez, I post too much... _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:32 am Post subject: RE: Laura suddenly is the size of a giant - no joke Farrier
« Reply #13 on: Jun 13, 2005, 02:44 pm »
Interesting link. Makes sense to me, though it's annoying how little extra work it would have taken for the game authors to avoid all that trouble.
One interesting note is that he mentions the Mod Order is a byte. So, can you have no more than 256 mods? (252 if you exclude the save itself, MW, BM and Trib).
Did anyone ever write that util that he describes at the end of the page?
If nobody else has made it, I'd consider writing a much-simplified commandline version, maybe, but it'd most likely be a PHP commandline script, so people would need to install PHP from php.net.
It would just read in an ini file listing the desired load-order, compare that with the load-order in morrowind.ini, fix a specified save to use the new load order, and update mod filetimes as needed.
I'll almost certainly never even get around to that, but if I did, would it make anyone happy? _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:32 am Post subject: RE: Laura suddenly is the size of a giant - no joke mc1gamer
« Reply #14 on: Jun 13, 2005, 03:16 pm »
OK, I'm going to start over.
What though do you mean by installing essential mods in order?
Can't I just start the game anew and plugin those that I want, or do you mean, from the zipped files, extract and install, then plugin, in a certain order? If so, I couldn't fathom what would be essential over others. Would the issue I might be having with Witchgirl and Laura still conflict if I just start over or must I do a new install in this fashion?
Thanks for the handholding!
Oh...and as to the file editor for time - yeah, would make ME happy. grin _________________ Please visit my Elder Scrolls site
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Post by loriel on Sept 11, 2010 13:49:22 GMT
Posted by: Emma Post Posted: 04 Mar 2006 02:41 am Post subject: Problem with Laura mod Zanin
« on: Jun 21, 2005, 02:27 pm »
Whenever I kiss Laura it doesn't do the kissing animation, she just stretches her arms out and yawns. And when I ask her to dance, she just raises her hand slowly to here head. I'm running the latest version of the mod. ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:41 am Post subject: RE: Problem with Laura mod « Reply #2 on: Jun 22, 2005, 04:21 pm »
This isn't a problem I am familiar with. May I ask if you upgraded from a previous version or if this is the first versioin you are using in your ongoing game? * Also, are you running Vampire's Embrace or other mods that could affect npc behaviour? _________________ Please visit my Elder Scrolls site
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Post by loriel on Sept 11, 2010 13:51:15 GMT
Posted by: Emma Post Posted: 04 Mar 2006 02:44 am Post subject: Questions / Problem with Laura Craft Mod syclonix
« on: Jun 24, 2005, 06:34 pm »
Hi, I was wondering if anyone else had a problem with Laura regenerating magika. I will give her potions through dialogue and also through companion share but she always says she has 0 spell points. I also tried making her rest for a while, but I still get 0 spell points.
I don't know if this could be the problem, but I also have Galsiah's Character Development mod activated which regens magika for the player, but because I have the Antronach birthsign my magika is stunted (doesn't regen), does this affect Laura?
Lastly, I had a couple questions: 1. How does Laura level when I do? I'm asking because I have GCD installed and I was at lvl 16, but after using GCD my lvl was bumped to 17. So I'm wondering if Laura is 16 or 17
2. Is there a way to check Laura's other stats besides her skills, for example, level, health, magika?
Thanks in advance, and special thanks to Emma for such a wonderful mod =) ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:44 am Post subject: RE: Questions / Problem with Laura Craft Mod Peter
« Reply #1 on: Jun 25, 2005, 04:32 am »
Are you using MWE (Morrowind Enhanced), that has the annoying effect to set the magicka of all NPCs in the current cell after loading a game to zero. Not sure if it is one specific MWE mod, or MWE itself. Solution: Use "setmagicka 250" or something on Laura if you load the game with her in the same cell. Or stop using MWE. I personally don't mind this too much, Laura is supposed to use her sword, not her spells. But I find this extremely annoying when whacking through some dungeon, got to reload because game crashes or char died, then all mages in the dungeons stopped casting. Very bad.
GCD only affects the player. Not NPCs.
Laura levels depending on your level. That means, if you are level 16, she will have the attributes of a level 16 warrior. So she levels up with you, but keeps true to her warrior class. This works with and without GCD. Her skills go up as she uses or trains them. Just like the player skills. That's a quite unique feature among companion mods.
Finally, to check those mentioned values: I think health and magicka are shown somewhere in her dialog (but could be wrong). If not, then Emma probably designed it that way, that you are not supposed to know. grin Of course, you can always use the console to get those numbers. _________________ Please visit my Elder Scrolls site * ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:45 am Post subject: RE: Questions / Problem with Laura Craft Mod syclonix
« Reply #2 on: Jun 25, 2005, 11:53 am »
Hi, thank you for the reply. Yes, I am using MWE and I wasn't aware that it set NPC's magika to 0. Will the "setmagika 250" be permanent, or would I have to do this every game?
Also, do you know why MWE sets magika to 0? seems really wierd for a comabt mod.
Thanks _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:45 am Post subject: RE: Questions / Problem with Laura Craft Mod Peter
« Reply #3 on: Jun 25, 2005, 12:24 pm » You will have to do that "setmagicka" command everytime you load the game and Laura is in the same cell, as then MWE resets the magicka to zero again.
Why this happens? No idea. Sounds like a bug to me. _________________ Please visit my Elder Scrolls site
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Post by loriel on Sept 11, 2010 13:52:43 GMT
Posted by: Emma Post Posted: 04 Mar 2006 02:55 am Post subject: Laura's "Companion Share" option is gone. Nightfall29
« on: Jun 30, 2005, 02:17 am »
I am about half way through Laura's Quest. I loaded up my game and was planning on selling some stuff when I noticed that Laura's "Companion Share" option that is always at the top of the list was missing. Is this part of the ongoing story/quest for her or have I messed something up? Is there a way to fix this? Any help would be wonderful. With out the companion share how will I ever be able to keep putting her in nifty outfits?! grin
Thanks, Nightfall29 ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:55 am Post subject: RE: Laura Peter
« Reply #1 on: Jun 30, 2005, 04:58 am »
This happened to me a couple of times, too, but quite rate. Seems to occur when using the telepathy ring, and something goes foobar.
Open the console, click on Laura so her ID shows up in the console window title, then type:
show companion
It should return 0 (zero). If yes, type:
set companion to 1
Talk to her again, companion share should be back. If the value already is 1, and you still don't get that option, then I have no idea. But that should not happen, in theory, as the "companion" variable is a part of the game engine, not the mod. _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Emma * Post Posted: 04 Mar 2006 02:56 am Post subject: RE: Laura « Reply #2 on: Jun 30, 2005, 12:18 pm »
There is actually a security backup for Laura's companion share (as it can disappear with the 72 hours bug, or, as Peter says, if something goes buggy when using the telepathy ring).
Just tell Laura that you want to be on your own for a while (topic t0gether). Leave dialog window. Open dialog window again and tell her that you want her to join you (topic t0gether). Now, companion share is back. You can always recover it from this topic. _________________ Please visit my Elder Scrolls site ------------------------------------- Posted by: Emma Post Posted: 04 Mar 2006 02:58 am Post subject: RE: Laura Farrier
« Reply #3 on: Jul 02, 2005, 06:34 pm »
That's how I've done it in the past: seems to be related, in my case, to the "Who's there? Goodbye." bug (which is also fixed by separating from her with the telepathy ring, then speaking to her again and re-t0gethering her. Hurrah for the telepathy ring!) _________________ Please visit my Elder Scrolls site
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