So I had to patch Abot Water Life and Better Robes to look for the proper TR files and I’m getting a few errors now:
Required file 'abotWhereAreAllBirdsGoing.esp' has been altered since this file was saved.
Required file 'Tamriel_Data.esm' has been altered since this file was saved.
Expression Error Unable to find object "TR_Ingred_Eyestar" in script ab01wlcrEyestarScript.
Expression Error Unable to find object "TR_Ingred_molecrabshell_02" in script ab01wlcrMoleCrabScript.
Can I get some help?
2016-01-19 19:35
1 month 4 weeks ago
The last two errors are due to the item IDs for these objects having been changed. You’ll want to go into the script and replace them with these:
“T_IngCrea_Eyestar_01”
“T_IngCrea_ShellMolecrab_02” (or possibly “T_IngCrea_ShellMolecrab_01”, which are for the Big Molecrab Shells. I’m not sure which one abot intended to use)
The other two are just warnings; you can click through them. Though I’d recommend cleaning your save game if you haven’t already.
2016-10-23 19:00
8 years 2 months ago
Thanks for the tips! This is my first time playing Morrowind and I took the time to completely follow through the Guideanon guide. Definitely worth it, although it needs updated a bit. (Last update was before TR changed their format to the current system.)
How do I edit the script?
Edit: Alright so I tried just using Notepad++ to replace any instances of those names with the names you suggested. Not sure how sufficient or not that is, but upon launching after making the changes I got this error in my Warnings.txt:
Unknown
e_ID in ConstructObject.
DataHandler: unrecognized form
I’ve since reverted back to the original .esp and patched with the TR_FilePatcher again.
Edit 2: I also seem to occasionally get this error upon loading the game to a crash before reaching the main menu.
2016-01-19 19:35
1 month 4 weeks ago
It’s best to edit the scripts through the Construction Set itself. If you have the Steam version, you can get the CS from here: http://www.nexusmods.com/morrowind/mods/29388/?
When you open the Construction Set there should be an icon up near the top that looks like a pencil. Click on that and it opens the script edit window. From there you open and change the script of your choice. If the script is part of a master file (.esm) instead of a .esp, there might be some extra steps involved to get it to save: I’m a little fuzzy on how those interact unfortunately.
Not sure what you’ve done. It sounds like you might have broken something by editting the files directly. Did you get that error before or after you went in to edit it?
2016-10-23 19:00
8 years 2 months ago
Seems that this is the actual mod for the Constuction Set: http://www.nexusmods.com/morrowind/mods/42196/?
The other one is apparently broken for Bloodmoon.
The pencil thing doesn’t work, but I could open the file and say “yes” to having it as the “active file”.
As for finding where on earth the specific names I need to edit, I have no clue. There seem to be hundreds of different IDs in over a dozen different categories, it was a bit over my head.
The error came after I edited with Notepad++. Yes, I have no doubt it broke something which is why I went back to the original file and, as such, got rid of that error. No worries about that, just wanted to share it.
2016-01-19 19:35
1 month 4 weeks ago
The script names you’re looking for are ab01wlcrEyestarScript and ab01wlcrMoleCrabScript. By the naming conventions, I’m hazarding the guess those are from abot’s abotWhereAreAllBirdsGoing.esp (TR’s scripts are going to start with either TR_ or T_) So you could let him know about the error messages so he can take care of it on his end.
If you want to do it though, here’s a step by step guide to try:
0) First, something that’s going to make your life way easier when messing around in the construction set. Go into your Morrowind ini file (the one that says Morrowind and has a gear icon if you’re using Windows, not Morrowind.ini, as the latter is something else), and add/change this line under [General]: “ AllowYesToAll=1“. You’ll see why this is useful later.
1)Open up the Construction Set.
2) Go to File → Data Files.
3) Search in the list and check the checkbox on abotWhereAreAllBirdsGoing.esp. In the right hand column should show a bunch of parent masters. Check each of these masters as well. At a guess they will be Morrowind.esm, Tribunal.esm, Bloodmoon.esm, Tamriel_Data.esm. TR_Mainland.esm may also be in there.
4) Go back to abotWhereAreAllBirdsGoing.esp and set it as the active file. (Alternatively, if you want to mke your own patch file, set nothing as an active file.)
5) Click okay, then let it load. Whenever you load Morrowind.esm with the expansion packs, you’re going to get a bunch of error messages. This is normal, just how they programmed the construction set. Click “Cancel”. This is the Yes To All button you enabled in Step 0 and will click you right through these error messages instead of having to do it manually for however many there are.
6) Once loaded, now click on that pencil icon.
7) Go to Script → Open. Find the offending scripts and open those up. Again, probably ab01wlcrEyestarScript and ab01wlcrMoleCrabScript.
8) Find the item IDs and change those. Once done, Script→ Save.
9) Click out of the window, then go up to File → Save. Since you marked abotWhereAreAllBirdsGoing.esp as the active file, it’ll save the changes to that file. (If you’re making your own patchfile, when you go to save it’ll instead ask you to name your patch file.)
10) And you should be done and can close out the construction set. You may want to clean the mod file you saved to and your save games again just to be safe.
2016-10-23 19:00
8 years 2 months ago
They’re actually from abot’s Water Life mod.
Oddly, when I opened up the b01wlcrEyestarScript there were no traces of “TR_Ingred_Eyestar“. The only two instances of something similar were ones that already said T_IngCrea_Eyestar_01.
Either way, I’ll just deal with the error for now and will hope for an update to fix. I commented on the nexus page for it.
Thanks for all your effort and help, this information will probably still be useful in the future.