Sadrith Mora Boat Travel

10 posts / 0 new
Last post
Mattias1992's picture
Mattias1992
Joined:
2017-12-04 08:35
Last seen:
6 years 3 months ago

So i heard in the update video that TR travels redirects Sadrith Mora's boat travel to "morag" (not sure where this is) however when i approch the ferryman on the boat i can't engage him in conversation at all because the conversation widow doesn't appear when i press space. Is this the way it is supposed to be? If not, what can i do to fix it? If so, I'd like to download the old TR travels without reverting everything else in TR and would appreciate advice on how to do this. I welcome anyone who has any insight on this matter and would aslo like to state that this mod is still awsome, im just looking for help with some issues. 
Thank you.

Rot's picture
Rot
Quest Developer
Joined:
2014-03-16 17:45
Last seen:
1 year 3 months ago

That can't be TR's doing. Do you use a mod that adds a script on NPC_ "gals arethi"?

Mattias1992's picture
Mattias1992
Joined:
2017-12-04 08:35
Last seen:
6 years 3 months ago

Not that i know of no. Why do u say that it can't be TR? If this mod changes programing with NPC_ "gals arethi" shouldn't it be in the realm of posibility? Also thank you for responding so quickly, i was thinking it would take a while for anyone to get back to me.

Rot's picture
Rot
Quest Developer
Joined:
2014-03-16 17:45
Last seen:
1 year 3 months ago

Np,
it can't be TR because (to my knowledge) the only ways for you not to be able to open a NPC's talk window is if there is a script using "OnActivate" on them, or maybe if they have an EMPTY Greeting.
TR_Travels doesn't put a script on "gals arethi" or have any Greetings, so it can't come from there.

If you have a lot of mods and use tes3cmd there could be a way to check if one edits him.

Mattias1992's picture
Mattias1992
Joined:
2017-12-04 08:35
Last seen:
6 years 3 months ago

Just found out that NPC "sedyni veran" has the same problem, I can see her name but cant interact with her in anyway. You clearly know your stuff, at least a lot more then me certainly. Im pretty new to modding so ill tell you what i have done and maybe you can help me understand what is happening. Im using nexus mod manager and these are all my TR files;
Tamriel Rebuilt - Tamriel Rebuilt 17.09
Tamriel Rebuilt - Tamriel Rebuilt 17.09 HF04
Tamriel Rebuilt - Tamriel Rebuilt 17.09 hotfix
Tamriel Rebuilt - Tamriel Rebuilt 17.09 hotfix 5
Tamriel Rebuilt - TRMusic
Tamriel Rebuilt - Tamriel_Data (vanilla)
Two things lead me to believe that TR is responsible for "gals arethi" and "sedyni veran" becoming a vegetables; 
1. when i deactivate all the above mods the problem goes away (though so does all of the morrowind mainland obviously)
2. 1min and 45sec into this video https://www.youtube.com/watch?v=UMLOgIC7yrM the TR narrator talks about changes being made to TR travels and metions sadrith mora and vos specifically. Both these locations house the ferrymen NPC's.
Please let me know what you think of this i do appereciate your help and please forgive my own lack of knowlege on the subject, i am still learning. 
Thank you.

Rot's picture
Rot
Quest Developer
Joined:
2014-03-16 17:45
Last seen:
1 year 3 months ago

First, I don't know anything about the " nexus mod manager " or any possible issues related to it, but your list doesn't show any "TR_Travels". TR_Travels.ESP should be the only TR file that edits "gals arethi", are you using it?

Second, out of these:

Tamriel Rebuilt - Tamriel Rebuilt 17.09 HF04
Tamriel Rebuilt - Tamriel Rebuilt 17.09 hotfix
Tamriel Rebuilt - Tamriel Rebuilt 17.09 hotfix 5

you should only be using one (the last, hotfix 5), but using the 3 isn't related to the issue.

Third, since deactivating those files solves it, you must be right that there's at least some sort of conflict with TR.
I don't know if this could be a conflict with a saved game,
There is one way for it to be a conflict with another mod, but it would be very weird for a mod to do this, because it would cause the same issue with any other mod (TR or not) that edits the NPC. There is a way to test this: with your TR files loaded,

open the console, type
player->PlaceAtMe "gals arethi" 1 0 0
and enter. Can you speak to the new NPC who appears on you?

Mattias1992's picture
Mattias1992
Joined:
2017-12-04 08:35
Last seen:
6 years 3 months ago

I have good news and bad news, the good news is that your method of replacing the defective ferryman via console command works 100%. the bad news is that it seems to be an epidemic across all telvanni assosiate boat owners, so i geuss ill have to replace them one by one. Thank you so much for your help. 

Rot's picture
Rot
Quest Developer
Joined:
2014-03-16 17:45
Last seen:
1 year 3 months ago

And I also have bad news, because that wasn't a clean fix but just a way to confirm the issue.

My only explanation is that you have a mod that calls global scripts checking "OnActivate" on these NPCs. Replacing the NPCs with doubles puts them out of reach of such a mod, and it's such a bad thing for a mod to do that I wouldn't mind undercutting it, except the duplication also puts these NPCs out of reach of any mod that tries to target them with scripts, even in legit ways.

If it's indeed a mod doing this, the best fix would still be for you to find it.
If it's an issue with saved games instead, I'm still clueless, but testing it in a new game would let you confirm it.

Mattias1992's picture
Mattias1992
Joined:
2017-12-04 08:35
Last seen:
6 years 3 months ago

So what you are saying is that while the dupication will free the npcs from the TR travels bug it will also prevent those same npcs from being modded by anything else? If that is the case i think i can deal with it honestly. Its only the ferrymen that are affected and not even all of them at that. Unless this is the sort of thing that will crash my entire game later on then please let me know when and if you can. I feel very fortunate to have be able to discuss this with you by the way, honestly Ive paid for repair services that weren't half as diligent as yourself.  

Rot's picture
Rot
Quest Developer
Joined:
2014-03-16 17:45
Last seen:
1 year 3 months ago

More or less, many mods editing them will be unaffected (TR_Travels for one; if you put a mod that gives individual faces that will work too, but TR_Travels won't, only one at a time),
it's not going to crash your game, it's just that nothing will happen if a mod tries to do something remotely like raising the NPC's disposition outside of dialogue. Also, if it turns out that this isn't a mod deliberately doing this but a rogue unattached script in your save that attaches itself to random things from newly loaded mods, it could just keep happening, though the chances are low if it's just ferrymen.