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Post by themisive on Feb 20, 2011 22:29:12 GMT
Alright, I know this is a bit of a problem, but is it possible to have a walk-through for the above game! I find it very good but t be honest, a guide for the game would be a great adavantage.
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Post by Emma on Feb 20, 2011 22:33:34 GMT
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Post by loriel on Feb 20, 2011 22:59:29 GMT
Another alternative is to look through one of the fan fiction stories that take place within the mod. I think that the following stories cover it without too many artistic liberties: Loriel
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Post by blockhead on Feb 20, 2011 23:46:23 GMT
Rashelle at Lokken in the Creative Corner subforum on this site. In my story, one part of the main quest is dropped (freeing the guy in prison with the guards armor), so not sure if it would make a good walkthrough. For things early on, like finding the hunting cottage, it will work. Thanks for the mention, by the way.
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Post by themisive on Feb 24, 2011 22:15:11 GMT
Emma
Just a quick note; the story of "Eldorf the Wise" is a pretty good walk-through for the Lokken Island! One question though, I noted that there were several quests in Vardenfell itself afterwards, are these part of your mod or what, as I've finished the Main and most of the side quests in Morrowind, as well as Tribunal and Bloodmoon. Will this affect the dragon quests?
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Post by themisive on Feb 25, 2011 23:33:23 GMT
Emma
In my PM to you I mentioned that there were TWO (2) Laurenna's, what's the problem here since no other character is doubled.
As far as loading the mod was concerned, I loaded BOTH the esp and esm files originally, but after I had played some of the Bloodmoon expansion ( not a great deal) I deleted the esm file from "The White Wolf Of Lokken v 2.1".
Could this be the cause of the problems I've been having?
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Post by golddragon on Feb 26, 2011 1:29:45 GMT
SOunds much like the script/mod conflict bug. No known cure that I ever heard.
Something about Morrowind makes it rather sensitive to changes in Mods. Most common clue: Doubled NPCs. Usually, you can ignore this, as it doesn't cause any trouble, (again: USUALLY) but if you REALLY want it gone, either use the console commands Disable & Setdelete 1 on the copy that has the higher code # (select it while the Console is active. One should be 00, the other 01, or something like this). Only other option I know of is start a new game, head there ASAP. If it is still doubled, there's something serious going on. If not, then the original game can be fixed thru the console as above safely.
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JennaK
Kind of A Big Deal
Posts: 58
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Post by JennaK on Feb 26, 2011 3:36:58 GMT
I did the same thing, loading both the .esm and .esp, having forgotten how to play. I deleted one, then my game was messed up. Laurenna wouldn't talk to me. I went back to previous save after cleaning (with Mash), and after reinstalling the .esm/.esp that I deleted. It worked.
(er, I mean #1, I reinstalled the missing mod. checked only one, loaded game, saved, then cleaned save with Mash. Then reloaded game.)
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Post by Emma on Feb 26, 2011 9:14:18 GMT
It sounds as if you have once added the esp-version of the mod, went to Lokken, unchecked the mod, continued to play and then lated checked the mod again. For some reason Laurenna got a NPC-line (maybe you looked at the mod in the construction set and happened to touch her?) You should be able to clean this out either by using Wrye Mash or manually, following the instructions here: lovkullen.net/Emma/faq.htm § 3 and 4 (if you use the esm-version of the mod, these things won't happen to you, which is why I have made both an esm and an esp version) Have you tried either cleaning with Mash or using the method I linked to to remove the npc-line for Laurenna? Deleting esm-files is overall not recommended, that's why I provided the esp in the first place. I don't know how much problems Wrye Mash can cure when it comes to this; back when Lokken was made, it was considered a very dangerous thing to do to remove an esm. As I said, that's why I made the less stable esp in the first place.
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Post by themisive on Feb 27, 2011 20:55:25 GMT
Hi Emma
I removed the mod and have reloaded it, this time though I'll only use the esm, so hopefully the problem with the Laurenna NPC doubling should now be solved.
I've re-loaded the mod Emma, I stopped using the esp file and have chosen the esm file instead, however, as far as I can tell NO other Lokken NPC is affected this way.but seriously, I am STILL getting duplicated Laurenna's.; not only that but they lack heads as well.
What I will do is try the console disable in one of the Laurennas, thing is I don't want to crash the mod, and as far as I'm concerned, I can get by with two Laurenna's (at least for the opening stages of the mod - though it may get more than a bit tricky later on).
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Post by Jac on Feb 28, 2011 3:38:38 GMT
Try Wrye Mash to repair your save. Or use the Morrowind Code Patch's save game cleaner. Having doubled NPCs is rarely something you can ignore, especially when it comes to ones involved in a quest. The normal, everyday NPCs (like Hul in Balmora) don't matter because they're not usually involved in a quest or have special scripting on them. There should only be one Laurenna though.
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Post by Emma on Feb 28, 2011 7:03:21 GMT
No, you can't just disable her; she will later become your companion and if you disable the wrong instance of her, you are in trouble. And, from what I understand both of them are headless??
It is better to do as Jac suggests.
(You *can* however disable one Laurenna in a correct way, but then you have to first look at both of the Laurennas in the console.
Call up the console. Click on one of the Laurenna and look at the ID that shows up at the top of the console. One of them has an ID-number that ends with 0, the other one an ID that ends with something else. The one thta ends with 0 should be the Laurenna you should keep. To doublecheck this, type SV in the console and see if you get a list of variables which includes "emmasnpcid".
With the other one: click on her so her name shows up in the console. type:
disable setdelete 1
now she isn't just disabled but also deleted. But, if she is still headless you'll still have to go through the procedure suggested on my site - the § I have linked you to earlier in this thread and others.
Again, Jac's method is preferable and much easier)
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Post by themisive on Feb 28, 2011 19:57:20 GMT
Hi Emma
Yes both Laurenna's are headless, and Wrye Mash isn't very helpful, as for Morrowind Code Patch - I can't even get it to work!
Edit:
I checked the SV and I can't find emmasnpcid; not only that but checking the ID's of the two Laurenna's, one is aa_Laurenna00000001 and the other is aa_Laurenna00000002.
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Post by golddragon on Feb 28, 2011 22:09:20 GMT
Hmmm... then the original Laurenna is gone, either somewhere else, or accidentally deleted.
WHile no expert, I'm begining to suspect that uninstalling the mod (be certain to not have ANYTHING on or near you, within 4 cells distance), then force load Morrowind and save for clean slate. Then re-install the mod properly.
aa_Laurenna00000001 was the code you needed (and were asked to get). But don't just use the disable command in the console. It does NOT remove from game, as I found out the hard way with a doubled gate. The ref was still there (and in a closed state), but un-selectable, and impassable.
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