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havish -annastia conflict?

 
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Margo

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Since: Jul 27, 2007
Posts: 13



(Msg. 1) Posted: Thu Dec 13, 2007 2:13 pm
Post subject: havish -annastia conflict?
Archived from groups: alt>games>morrowind (more info?)

Does anyone know if there is likely to be a problem with conflict
between Havish and Annastia to do with teleporting? In my previous game
with a different character, I added one mod at a time and played it
through before adding another one. I think I played Annastia first but
am not certain.

This tine with a new character I have both bods installed. I played
enough of Havish to have the new teleports at the Mage's Guild up and
running. Then I started on Annastia and got as far as acquiring the
Outlander's house in Port Blacksand. But when I try to use the amulet
to teleport me into the house, or to do any other kind of teleporting,
Morrowind crashes. When I tried checking the warnings file to see if
that would help, there was no warnings.txt file at all!

Has anyone else come across this? I tried asking on the Elder Scrolls
Forums but got no help.

Freya the Nord

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DeAnn

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Since: Apr 17, 2007
Posts: 208



(Msg. 2) Posted: Thu Dec 13, 2007 2:13 pm
Post subject: Re: havish -annastia conflict? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Dec 13, 2:44 pm, lin8080 <lin8....DeleteThis@freenet.de> wrote:
> Margo schrieb:
>
> > ... When I tried checking the warnings file to see if
> > that would help, there was no warnings.txt file at all!
>
> Maybe when you open the mod with the editor you get some warnings.
> Usually game crash is a script error and scripts are saved in plain text
> inside the mod file, so you can look at that (open with a text editor,
> copy and rename it first).
>
> Missing textures or nifs will not crash, there is a special icon for
> that cases and as I know, dialog conflicts will also not crash the game.
>
> Do you enable "yes to all" in the *.ini file?

I have had a conflict with Havish and companion mods when, after
finishing the teleporter repair, trying to teleport with a companion
would cause the game to crash. What I do is, once I complete the
teleporter, I tell any companions to meet me somewhere or stay put,
then teleport, then rejoin the companions (either calling them to me
or meeting them somewhere).

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lin8080

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Since: Nov 15, 2007
Posts: 8



(Msg. 3) Posted: Thu Dec 13, 2007 8:44 pm
Post subject: Re: havish -annastia conflict? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Margo schrieb:

> ... When I tried checking the warnings file to see if
> that would help, there was no warnings.txt file at all!

Maybe when you open the mod with the editor you get some warnings.
Usually game crash is a script error and scripts are saved in plain text
inside the mod file, so you can look at that (open with a text editor,
copy and rename it first).

Missing textures or nifs will not crash, there is a special icon for
that cases and as I know, dialog conflicts will also not crash the game.

Do you enable "yes to all" in the *.ini file?
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Margo

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Since: Jul 27, 2007
Posts: 13



(Msg. 4) Posted: Sat Dec 15, 2007 11:16 am
Post subject: Re: havish -annastia conflict? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

lin8080 wrote:
> Margo schrieb:
>
>> ... When I tried checking the warnings file to see if
>> that would help, there was no warnings.txt file at all!
>
> Maybe when you open the mod with the editor you get some warnings.
> Usually game crash is a script error and scripts are saved in plain text
> inside the mod file, so you can look at that (open with a text editor,
> copy and rename it first).
>
> Missing textures or nifs will not crash, there is a special icon for
> that cases and as I know, dialog conflicts will also not crash the game.
>
> Do you enable "yes to all" in the *.ini file?
>
>
I have looked at the mod with the editor but can see nothing of any help.

I will try "yes to all" in the *.ini file but I can't see why that
should make any idffference.

Will let you know.
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lin8080

External


Since: Nov 15, 2007
Posts: 8



(Msg. 5) Posted: Mon Dec 17, 2007 8:55 pm
Post subject: Re: havish -annastia conflict? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Margo schrieb:

> I have looked at the mod with the editor but can see nothing of any help.

Hm. Harvest mod is not on my PC. Else companion mods I do not play,
sooner or later they hang (I test some, but not all). So I can not help
in detail. Guessing around .... hmmm.

Maybe a script error, so you can test this mod without scripts, or
check wether every location given through a script is a valid place, but
this can need days (there are some AI commands that works only 3000 game
units wide). (some authors change the orginal scripts too, so every *
marked script in the editor is not useful, easiest way is to go to that
item/building and see which script is attached).

When the crash happens only on one action, this can be checked in
shorter time. And when the editor compiled the transport script, maybe
the xyz coordinates are the conflict or a typo in the location name?
(but that shouldn't crash). Else maybe there is a script running and the
new script does some wired things.

> I will try "yes to all" in the *.ini file but I can't see why that
> should make any diffference.

Just in case an error message may occur.

> Will let you know.

Thank you. Last send a notice to the mod creator.
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