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    • AndalayBay

      Orphan Attachments   07/31/2018

      I have been doing some housekeeping lately and I've noticed that I had a lot of orphaned attachments. Attachments get orphaned when the PM or post is deleted without removing the attachment first. Deleting a PM or post does not delete the attachment and the file or image remain on the server. I'd like to ask all members to go through their attachments and delete any attachments you don't need anymore or those that have been orphaned. Where can I get a list of my attachments? Click on your display name in the upper right corner of the forums and pick "My Attachments" from the drop-down list. How can I tell an attachment is orphaned? If the PM has been deleted, you'll see a message like this in your attachment list: Unfortunately there is no message if the post has been deleted, so please check your old posts. We do purge old birthday threads every once in a while. Also some hosted projects have been shut down, so you may have orphaned attachments on one of those locations. Thanks!


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Posts posted by 1Mac

  1. She didn’t so much re-upload as unlocked a previously locked page, but it’s true that it’s now available on Nexus where it wasn’t before. It’s also true that the 2019 patches are not on Nexus, only on AFK.

  2. Except most of the mods you're talking about aren't listed as requirements. They are listed as "Mods requiring this file." For example, you said upthread that Under the Sign of the Dragon - Tamriel Landscapes requires UL. But it's not listed as a requirement at all. What I think you read was an entry for a patch between Tamriel Landscapes and UL. That patch is listed under "Mods requiring this file," because of course a Tamriel Landscapes patch requires Tamriel Landscapes. The upshot is that Tamriel Landscapes doesn't require UL; the UL patch requires Tamriel Landscapes.

  3. You may want to have a talk with mhahn. He says he’s working on completing two UL mods of his own. When I asked about Niben Wetlands, he said this:


    In a round about way..yes. I haven't had direct contact with Ynguatep lately, but through a 3rd party (just a few days ago in fact) I was informed the mod is very near completion. Ynguatep is experiencing real life delays associated with university studies, but plans to finish the project. I was lucky enough to receive a beta copy of Niben Wetlands for testing and it looks fantastic.

    Corbolo River sounds great!

  4. There’s a shield mod called Shields Up that doesn’t require mwse. Haven’t tried it, but it should make combat a little better. There are other combat mods by the same author that make Morrowind a little more Oblivion-like, but they all require mwse. I’m using OpenMW so can’t use mwse; however, all the Morrowind modders are currently very much into it, so I assume it’s now pretty stable. 2018 was deemed of “the year of mwse,” as it saw the release of a ton of compelling mwse/lua script projects.

  5. Here's the issue:

    Apparently OCO2 does something weird to ear for high elves. Without the plugin, they look all jumbled up and broken. It's not the mesh, as the same issue applies no matter what ear mesh I'm using. I guess it has something to do with egm files, as far as I understand them. At any rate, something in the esp corrects it. So no problem, right? Everything should be okay.

    Except I'm also trying to use GM's Races Rebalance, which reverts whatever change the OCO2 plugin makes to correct the problem with ears. Basic cleaning doesn't help. Putting it before OCO2 in my load order does, but then OCO2 overrides the race stats from GM's mod, so that's a pointless solution.

    Ideas for solving, based on my very basic understanding of these things:

    -Use TES4Edit to delete the offending records from GM's mod, or to make a patch. It'd be nice to know what records I'm looking for, as I couldn't tell just from poking around the race records.

    -Add bash tags to one or both mods. Here I'm not sure which tags to try, or which plugin I should be applying them to. I applied all the RACE and BODY type tags that I thought made sense to OCO2, but it didn't work.

    I'm hoping y'all's expertise will avail me and help resolve this problem. Thanks!

  6. I get those errors too. EDoA has duplicate formid’s for some of the rocks. I don’t think the error is Cbash’s fault. I know it’s considered out of date, but I believe it’s something that the EDoA Unofficial Patch takes care of.

    SM Plugins Refurbish is another DLC delayer mod. You can use the merged version or versions for the individual DLCs you are using. That is, there’s no filter patch, so you can use the python bashed patch.

    As to whether to use CBash or Pbash, I’ve read smart, informed people say that CBash is fine, and other equally smart, informed people say that it’s still got some bugs, so I don’t know what to think. If I recall correctly, CBash isn’t currently being developed by the Wrye Bash team, so make of that what you will.

  7. Quote

    I actually don’t recommend Kuertee Cleanup. It’s too aggressive and can cause problems with quest mods. It removes bodies that shouldn’t be removed.

    True, but that problem is easily fixed with an ini tweak. I actually use AoG instead for the same purpose, but that’s a much bigger overhaul.


    Don't even try to make it compatible, because OR should NOT touch the sleeping, waiting (you CANNOT wait, period!) in-game among other stuff that OR touches.

    Andalay didn’t have to do anything to OXP to make it compatible. Again, a simple ini tweak in OR solves the problem. I get that feature creep is a problem for OR, but it’s a problem that’s easily solved.

  8. You just have to disable sleep mode in OR, right?

    P.S. Andalay mentioned Engine Bug Fixes. The other common essentials are Oblivion Stutter Remover and the unofficial patches. Something like Kuertee Cleanup is needed to prevent save bloat. If you’ll need Tes4lodgen, odds are you’ll also need Tes4ll to generate new distant land meshes.

    Don’t forget to disable quick saves and auto saves. A mod like Better Saves can handle auto saving for you.

    What other kinds of mods are you looking for?

  9. I may have made a muddle of things here. The full context was whether Morroblivion conflicts with mods like Hammerfell (or I suppose, the Black Marshes), with the esm load order issue forefront in my mind. Vorians read is what I understood Qwerty to mean, but it's a bit over my head tbh. The OP was in part to see if I actually understood what he meant!

  10. 23 hours ago, Arthmoor said:

    The only thing that DID happen was that landscape LOD could fail to generate on anything that wasn't in the 01 slot.

    Sorry for being imprecise. That's the specific issue we were discussing. If we understood each other, qwerty was saying that EngineBugFixes has solved that problem (so moving the worldspace with TES4Gecko would also be unnecessary). Of course it's possible we weren't understanding each other very well!

  11. In chatting with qwertyasdfgh at TES Renewal, he mentioned that EngineBugFixes has fixed the issue of incompatible multiple worldspace mods, something that's come up on these forums before. Here's the section in the readme he pointed me to:


    ExteriorCellTempObjectsLoadFix (v1.4)
    Problem:     When moving to a new world space created by mod there is no ground and no static objects.
            Only doors, actors and trees are loaded.
    Cause:        This problem happens if a new world space is defined in a master file that is not loaded in the same slot
            as it was in CS. All cells with visible-when-distant objects are affected.
            In a mod file, the visible-when-distant sub-group appears before the temporary objects sub-group.
            Both groups (if present) are loaded in one loop. When the loading function encounters the temporary objects sub-group
            header it verifies that the parent cell form ID specified in the header matches the form ID of the current cell that is
            getting loaded. Since the current cell's form ID is adjusted to the running game's load order the comparison to the form
            ID in the header (which is still in CS load order) will fail unless the running game's load order matches the load order
            at creation time. When the form ID comparison fails the entire temp objects sub-group is ignored.
    Solution:    The fix adjusts the parent cell form ID from the group header to the running game's load order before comparing it to the
            current cell's form ID. This ensures that the temp objects sub-group always loads correctly.
    Remarks:    This fix cannot help if a mod author makes the mistake of altering a world space defined in a master file when the mod
            itself is also a master file.

    If he's right, I guess this means that, say, Morroblivion and Hammerfell R could be run at the same time, if EngineBugFixes is installed?